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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 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
193 193
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
288} 285}
289 286
290void 287void
291player::disconnect () 288player::disconnect ()
292{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
293 if (ns) 296 if (ns)
294 { 297 {
295 if (active) 298 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 300
300 ns->reset_stats (); 303 ns->reset_stats ();
301 ns->pl = 0; 304 ns->pl = 0;
302 ns = 0; 305 ns = 0;
303 } 306 }
304 307
305 if (ob) 308 observe = ob;
306 ob->close_container (); //TODO: client-specific
307 309
308 deactivate (); 310 deactivate ();
309} 311}
310 312
311// the need for this function can be explained 313// the need for this function can be explained
362 if (ob) 364 if (ob)
363 { 365 {
364 ob->destroy_inv (false); 366 ob->destroy_inv (false);
365 ob->destroy (); 367 ob->destroy ();
366 } 368 }
369
370 ob = observe = 0;
367} 371}
368 372
369player::~player () 373player::~player ()
370{ 374{
371 /* Clear item stack */ 375 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
399 */ 403 */
400archetype * 404archetype *
401get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
402{ 406{
403 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 408
405 for (;;) 409 for (;;)
406 { 410 {
407 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
408 at = first_archetype; 412 i = archetypes.begin ();
409 else 413 else if (*i == at)
410 at = at->next; 414 cleanup ("not a single player archetype found");
411 415
412 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
413 return at; 417 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 418 }
421} 419}
422 420
423object * 421object *
424get_nearest_player (object *mon) 422get_nearest_player (object *mon)
428 unsigned lastdist; 426 unsigned lastdist;
429 rv_vector rv; 427 rv_vector rv;
430 428
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 430 {
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)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 432 continue;
462 433
463 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
464 { 435 {
943 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
944 915
945 ob->remove_statbonus (); 916 ob->remove_statbonus ();
946 ob->remove (); 917 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
949 ob->instantiate (); 920 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
952 ob->x = x; 923 ob->x = x;
953 ob->y = y; 924 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 928 ob->add_statbonus ();
958 } 929 }
959 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
960 931
961 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1191 pick_up (op, tmp); 1162 pick_up (op, tmp);
1192 continue; 1163 continue;
1193 } 1164 }
1194 1165
1195 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1168 {
1198 pick_up (op, tmp); 1169 pick_up (op, tmp);
1199 continue; 1170 continue;
1200 } 1171 }
1201 1172
1434 else 1405 else
1435 { 1406 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1408 {
1438 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1412 {
1442 tmp = arrow; 1413 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1415 }
1445 } 1416 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1418 {
1448 tmp = arrow; 1419 tmp = arrow;
1686 1657
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1661
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1693 1664
1694 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1666 move_arrow (arrow);
1696 1667
1774 1745
1775 if (item->type == WAND) 1746 if (item->type == WAND)
1776 { 1747 {
1777 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1778 { 1749 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1752
1782 return; 1753 return;
1783 } 1754 }
1784 } 1755 }
1785 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1786 { 1757 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1759 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1790 1761
1791 if (item->type == ROD) 1762 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1764 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1778 object *tmp;
1808 1779
1809 if (item->arch) 1780 if (item->arch)
1810 { 1781 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1813 item->set_speed (0); 1784 item->set_speed (0);
1814 } 1785 }
1815 1786
1816 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1983 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1984 if (key) 1955 if (key)
1985 { 1956 {
1986 object *container = key->env; 1957 object *container = key->env;
1987 1958
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1991 make_visible (op); 1960 make_visible (op);
1992 1961
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
2107 2076
2108 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2109 { 2078 {
2110 --op->speed_left; 2079 --op->speed_left;
2111 2080
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2114 2083
2115 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2085 make_visible (op);
2117 2086
2136 { 2105 {
2137 --op->speed_left; 2106 --op->speed_left;
2138 2107
2139 if (!op->contr->braced) 2108 if (!op->contr->braced)
2140 { 2109 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2143 } 2112 }
2144 else 2113 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2146 2115
2289 return 0; 2258 return 0;
2290 2259
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2262 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 2265
2297 if (op->contr) 2266 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2299 2268
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2322 * from. 2291 * from.
2323 */ 2292 */
2324void 2293static void
2325remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2326{ 2295{
2327 while (op) 2296 while (op)
2328 { 2297 {
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 2299
2334 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2335 2304
2336 op->insert_at (env); 2305 op->insert_at (env);
2337 } 2306 }
2338 else if (op->inv) 2307 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2340 2309
2341 op = next; 2310 op = next;
2342 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2343} 2319}
2344 2320
2345/* 2321/*
2346 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2419 else
2444 { 2420 {
2445 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 } 2423 }
2490 2424
2491 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2449 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2517 } 2451 }
2518 2452
2453 if (op->stats.food > 0)
2454 {
2519 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2457 {
2524 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2459
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2527 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2528 op->stats.food--; 2467 op->stats.food--;
2468
2529 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2533 } 2474 }
2534 }
2535 2475
2536 if (max_hp > 1) 2476 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2477 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2542 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2496 }
2544 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2545 { 2505 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2547 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2531 }
2549 else 2532 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2534 }
2553 } 2535 }
2554 2536
2555 /* Digestion */ 2537 /* Digestion */
2556 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2557 { 2539 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2559 2542
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564 2544
2565 /* dms do not consume food */ 2545 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2547 op->stats.food--;
2568 } 2548 }
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2597 } 2577 }
2598 } 2578 }
2599 2579
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2601 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2602 2585
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2587 kill_player (op);
2605 } 2588 }
2606} 2589}
2629 object *tmp; 2612 object *tmp;
2630 2613
2631 if (save_life (op)) 2614 if (save_life (op))
2632 return; 2615 return;
2633 2616
2634
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2620 */
2639 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2654 { 2636 {
2655 tmp->destroy (); 2637 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 } 2639 }
2658 2640
2659 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2662 op->stats.food = 999; 2644 op->stats.food = 999;
2663 2645
2664 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2691 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2692 } 2674 }
2693 else 2675 else
2694 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2695 2677
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2697 2679
2698 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2699 x = op->x; 2681 x = op->x;
2700 y = op->y; 2682 y = op->y;
2701 map = op->map; 2683 map = op->map;
2864 { 2846 {
2865 tmp->destroy (); 2847 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 } 2849 }
2868 2850
2869 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2870 2852
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2874 op->stats.food = 900; 2856 op->stats.food = 900;
2878 2860
2879 /* 2861 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2862 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2863 * and put them back in the map.
2882 */ 2864 */
2883 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2884 2866
2885 /****************************************/ 2867 /****************************************/
2886 /* */ 2868 /* */
2887 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3028void 3010void
3029make_visible (object *op) 3011make_visible (object *op)
3030{ 3012{
3031 op->hide = 0; 3013 op->hide = 0;
3032 op->invisible = 0; 3014 op->invisible = 0;
3015
3033 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3034 { 3017 {
3035 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3037 } 3020 }
3040} 3023}
3041 3024
3042int 3025int
3043is_true_undead (object *op) 3026is_true_undead (object *op)
3044{ 3027{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3029 return 1;
3047 3030
3048 return 0; 3031 return 0;
3049} 3032}
3050 3033
3051/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 3036 * indicate greater hideability.
3054 */ 3037 */
3055
3056int 3038int
3057hideability (object *ob) 3039hideability (object *ob)
3058{ 3040{
3059 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3060 sint16 x, y; 3042 sint16 x, y;
3185 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3193 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 3176 * -b.t.
3195 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3196 */ 3178 */
3197
3198int 3179int
3199player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3200{ 3181{
3201 rv_vector rv; 3182 rv_vector rv;
3202 int dx, dy; 3183 int dx, dy;
3214 3195
3215 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3216 3197
3217 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 3199 * through the object and find if it has any
3219 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3220 * a blocked los square. 3201 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3222 */ 3203 */
3223 while (op) 3204 while (op)
3224 { 3205 {
3225 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3227 3208
3228 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3211 * for any meaningful values.
3231 */ 3212 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 3216 return 1;
3217
3236 op = op->more; 3218 op = op->more;
3237 } 3219 }
3220
3238 return 0; 3221 return 0;
3239} 3222}
3240 3223
3241/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3245 * return 0. 3228 * return 0.
3246 */ 3229 */
3247int 3230int
3248action_makes_visible (object *op) 3231action_makes_visible (object *op)
3249{ 3232{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 { 3234 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0; 3236 return 0;
3255 3237
3261 { 3243 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1; 3245 return 1;
3264 } 3246 }
3265 } 3247 }
3248
3266 return 0; 3249 return 0;
3267} 3250}
3268 3251
3269/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3275 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3259 */
3277int 3260int
3278op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3279{ 3262{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3270 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3272 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3277 {
3295 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 { 3280 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 { 3282 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 { 3284 {
3304 if (x != NULL && y != NULL) 3285 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3306 return 1; 3288 return 1;
3307 } 3289 }
3308 } 3290 }
3309 } 3291 }
3292
3310 if (x != NULL && y != NULL) 3293 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3312 return 1; 3296 return 1;
3313 } 3297 }
3314 } 3298 }
3315 } 3299 }
3300
3316 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3317 return 0; 3302 return 0;
3318} 3303}
3319 3304
3320/* 3305/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3322 int i = 0, j = 0;
3338 3323
3339 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3333
3349 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3350 return; 3335 return;
3351 3336
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3342 return;
3358 } 3343 }
3359 3344
3360 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3346 item = tr->item;
3362 3347
3363 if (item->type == SPELL) 3348 if (item->type == SPELL)
3364 { 3349 {
3365 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3366 return; 3351 return;
3425 { 3410 {
3426 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3412 object *skin;
3428 3413
3429 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3416 ;
3433 3417
3434 if (!skin) 3418 if (!skin)
3435 return; 3419 return;
3436 3420

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