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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 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Deliantra 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 * Deliantra 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 <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>
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
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 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 */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 326}
324 327
325void 328void
326player::set_observe (object *op) 329player::set_observe (object *op)
327{ 330{
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 {
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);
1036 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1037 return 1; 1009 return 1;
1038 1010
1039 next = op->below; 1011 next = op->below;
1040 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1041 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1017 * destroyed */
1043 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1044 { 1019 {
1045 tmp = next; 1020 tmp = next;
1046 next = tmp->below; 1021 next = tmp->below;
1047 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1048 if (op->destroyed ()) 1029 if (op->destroyed ())
1049 return 0; 1030 return 0;
1050 1031
1051 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1052 continue; 1033 continue;
1053 1034
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1036 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1058 continue; 1039 continue;
1059 } 1040 }
1060 1041
1061 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1045 switch (op->contr->mode)
1065 { 1046 {
1066 case 0: 1047 case 0:
1067 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1068 case 1: 1049 case 1:
1069 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1070 return 1; 1051 return 1;
1071 case 2: 1052 case 2:
1072 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1073 return 0; 1054 return 0;
1074 case 3: 1055 case 3:
1075 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1076 case 4: 1057 case 4:
1077 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1078 break; 1059 break;
1079 case 5: 1060 case 5:
1080 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1081 stop = 1; 1062 stop = 1;
1082 break; 1063 break;
1083 case 6: 1064 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1086 break; 1068 break;
1087 1069
1088 case 7: 1070 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1091 break; 1073 break;
1092 1074
1093 default: 1075 default:
1094 /* use value density */ 1076 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1098 } 1080 }
1099 } 1081 }
1100 else 1082 else
1101 { /* old model */ 1083 { /* old model */
1102 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1157 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1161 { 1143 {
1162 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1163 continue; 1145 continue;
1164 } 1146 }
1165 1147
1166 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1150 {
1169 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1170 continue; 1152 continue;
1171 } 1153 }
1172 1154
1173 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1175 { 1157 {
1176 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1177 continue; 1159 continue;
1178 } 1160 }
1179 1161
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1183 { 1165 {
1184 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1185 continue; 1167 continue;
1186 } 1168 }
1187 1169
1188 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1190 { 1172 {
1191 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1192 continue; 1174 continue;
1193 } 1175 }
1194 1176
1195 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1179 {
1198 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1199 continue; 1181 continue;
1200 } 1182 }
1201 1183
1202 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1187 {
1206 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1207 continue; 1189 continue;
1208 } 1190 }
1209 1191
1210 /* pick up all magical items */ 1192 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1195 {
1214 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1215 continue; 1197 continue;
1216 } 1198 }
1217 1199
1218 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1219 { 1201 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1203 {
1222 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1223 continue; 1205 continue;
1224 } 1206 }
1225 } 1207 }
1226 1208
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1212 {
1231 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1232 continue; 1214 continue;
1233 } 1215 }
1234 1216
1235 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1238 { 1220 {
1239 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1240 continue; 1222 continue;
1241 } 1223 }
1242 1224
1243 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1246 { 1228 {
1247 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1248 continue; 1230 continue;
1249 } 1231 }
1250 1232
1251 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1253 { 1235 {
1254 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1255 continue; 1237 continue;
1256 } 1238 }
1257 1239
1258 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1261 { 1243 {
1262 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1263 continue; 1245 continue;
1264 } 1246 }
1265 1247
1266 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1268 { 1250 {
1269 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1270 continue; 1252 continue;
1271 } 1253 }
1272 1254
1273 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1275 { 1257 {
1276 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1277 continue; 1259 continue;
1278 } 1260 }
1279 1261
1280 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1282 { 1264 {
1283 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1284 continue; 1266 continue;
1285 } 1267 }
1286 1268
1287 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1289 { 1271 {
1290 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1291 continue; 1273 continue;
1292 } 1274 }
1293 1275
1294 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1296 { 1278 {
1297 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1298 continue; 1280 continue;
1299 } 1281 }
1300 1282
1301 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1286 {
1305 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1306 continue; 1288 continue;
1307 } 1289 }
1308 1290
1309 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1295 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1298 {
1317 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1318 continue; 1300 continue;
1319 } 1301 }
1320 } 1302 }
1321 1303
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1305 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1307 {
1326 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1327 continue; 1309 continue;
1328 } 1310 }
1329 } 1311 }
1330 } 1312 }
1331 1313
1332 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1317 {
1336 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1337 continue; 1319 continue;
1338 } 1320 }
1339 1321
1340 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1323 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1332 {
1351 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1352#if 0 1334#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1355 { 1337 {
1356 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1379{ 1361{
1380 object *tmp = 0; 1362 object *tmp = 0;
1381 1363
1382 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1385 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1386 return op; 1368 return splay (op);
1387 1369
1388 return tmp; 1370 return tmp;
1389} 1371}
1390 1372
1391/* 1373/*
1434 else 1416 else
1435 { 1417 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1419 {
1438 attacktype = 1 << attacknum; 1420 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1422 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1423 {
1442 tmp = arrow; 1424 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1425 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1426 }
1445 } 1427 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1429 {
1448 tmp = arrow; 1430 tmp = arrow;
1686 1668
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1672
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1693 1675
1694 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1677 move_arrow (arrow);
1696 1678
1774 1756
1775 if (item->type == WAND) 1757 if (item->type == WAND)
1776 { 1758 {
1777 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1778 { 1760 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1763
1782 return; 1764 return;
1783 } 1765 }
1784 } 1766 }
1785 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1786 { 1768 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1770 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1790 1772
1791 if (item->type == ROD) 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1775 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1789 object *tmp;
1808 1790
1809 if (item->arch) 1791 if (item->arch)
1810 { 1792 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1813 item->set_speed (0); 1795 item->set_speed (0);
1814 } 1796 }
1815 1797
1816 if ((tmp = item->in_player ())) 1798 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1983 /* If we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1984 if (key) 1966 if (key)
1985 { 1967 {
1986 object *container = key->env; 1968 object *container = key->env;
1987 1969
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1991 make_visible (op); 1971 make_visible (op);
1992 1972
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1995 1975
1996 if (door->type == DOOR) 1976 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1999 { 1979 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1982 }
2003 1983
2004 /* Do this after we print the message */ 1984 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2010 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2011 } 1991 }
2012 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2013 { 1993 {
2014 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1996 return 1;
2017 } 1997 }
2018 1998
2019 return 0; 1999 return 0;
2020} 2000}
2107 2087
2108 if (op->speed_left > 0.f) 2088 if (op->speed_left > 0.f)
2109 { 2089 {
2110 --op->speed_left; 2090 --op->speed_left;
2111 2091
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2092 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2114 2094
2115 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2096 make_visible (op);
2117 2097
2136 { 2116 {
2137 --op->speed_left; 2117 --op->speed_left;
2138 2118
2139 if (!op->contr->braced) 2119 if (!op->contr->braced)
2140 { 2120 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2143 } 2123 }
2144 else 2124 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2146 2126
2147 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2128 make_visible (op);
2149 2129
2150 return true; 2130 return true;
2289 return 0; 2269 return 0;
2290 2270
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2273 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 2276
2297 if (op->contr) 2277 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2299 2279
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* 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 2300 * 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 2301 * function will descend into containers. op is the object to start the search
2322 * from. 2302 * from.
2323 */ 2303 */
2324void 2304static void
2325remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2326{ 2306{
2327 while (op) 2307 while (op)
2328 { 2308 {
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 2310
2334 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2335 2315
2336 op->insert_at (env); 2316 op->insert_at (env);
2337 } 2317 }
2338 else if (op->inv) 2318 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2340 2320
2341 op = next; 2321 op = next;
2342 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2343} 2330}
2344 2331
2345/* 2332/*
2346 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2430 else
2444 { 2431 {
2445 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 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 } 2434 }
2490 2435
2491 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2460 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2517 } 2462 }
2518 2463
2464 if (op->stats.food > 0)
2465 {
2519 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2468 {
2524 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2470
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2527 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2528 op->stats.food--; 2478 op->stats.food--;
2479
2529 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2533 } 2485 }
2534 }
2535 2486
2536 if (max_hp > 1) 2487 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2488 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2542 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2507 }
2544 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2545 { 2516 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2547 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2542 }
2549 else 2543 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2545 }
2553 } 2546 }
2554 2547
2555 /* Digestion */ 2548 /* Digestion */
2556 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2557 { 2550 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = max (0, op->contr->digestion),
2552 penalty = max (0, -op->contr->digestion);
2559 2553
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 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 2555
2565 /* dms do not consume food */ 2556 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2558 op->stats.food--;
2568 } 2559 }
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2597 } 2588 }
2598 } 2589 }
2599 2590
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2601 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2602 2596
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2598 kill_player (op);
2605 } 2599 }
2606} 2600}
2611 * file. 2605 * file.
2612 */ 2606 */
2613void 2607void
2614kill_player (object *op) 2608kill_player (object *op)
2615{ 2609{
2610 int x, y;
2616 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2613 int will_kill_again;
2628 archetype *at; 2614 archetype *at;
2629 object *tmp; 2615 object *tmp;
2630 2616
2631 if (save_life (op)) 2617 if (save_life (op))
2632 return; 2618 return;
2633
2634 2619
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* 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. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2623 */
2654 { 2639 {
2655 tmp->destroy (); 2640 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 } 2642 }
2658 2643
2659 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2662 op->stats.food = 999; 2647 op->stats.food = 999;
2663 2648
2664 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2666 { 2651 {
2667 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2670 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2672 tmp->msg = buf; 2657 );
2673 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2675 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2676 } 2661 }
2677 2662
2684 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2685 2670
2686 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2687 2672
2688 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2689 {
2690 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2692 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695 2675
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2697 2677
2698 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2699 x = op->x; 2679 x = op->x;
2700 y = op->y; 2680 y = op->y;
2701 map = op->map; 2681 map = op->map;
2864 { 2844 {
2865 tmp->destroy (); 2845 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 } 2847 }
2868 2848
2869 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2870 2850
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2874 op->stats.food = 900; 2854 op->stats.food = 900;
2878 2858
2879 /* 2859 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2860 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2861 * and put them back in the map.
2882 */ 2862 */
2883 remove_unpaid_objects (op->inv, op); 2863 op->drop_unpaid_items ();
2884 2864
2885 /****************************************/ 2865 /****************************************/
2886 /* */ 2866 /* */
2887 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
3028void 3008void
3029make_visible (object *op) 3009make_visible (object *op)
3030{ 3010{
3031 op->hide = 0; 3011 op->hide = 0;
3032 op->invisible = 0; 3012 op->invisible = 0;
3013
3033 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3034 { 3015 {
3035 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3037 } 3018 }
3040} 3021}
3041 3022
3042int 3023int
3043is_true_undead (object *op) 3024is_true_undead (object *op)
3044{ 3025{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3027 return 1;
3047 3028
3048 return 0; 3029 return 0;
3049} 3030}
3050 3031
3051/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 3034 * indicate greater hideability.
3054 */ 3035 */
3055
3056int 3036int
3057hideability (object *ob) 3037hideability (object *ob)
3058{ 3038{
3059 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3060 sint16 x, y; 3040 sint16 x, y;
3185 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 3172 * 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. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 3174 * -b.t.
3195 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3196 */ 3176 */
3197
3198int 3177int
3199player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3200{ 3179{
3201 rv_vector rv; 3180 rv_vector rv;
3202 int dx, dy; 3181 int dx, dy;
3214 3193
3215 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3216 3195
3217 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 3197 * through the object and find if it has any
3219 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3220 * a blocked los square. 3199 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3222 */ 3201 */
3223 while (op) 3202 while (op)
3224 { 3203 {
3225 dx = rv.distance_x + op->arch->clone.x; 3204 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3205 dy = rv.distance_y + op->arch->y;
3227 3206
3228 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3209 * for any meaningful values.
3231 */ 3210 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 3214 return 1;
3215
3236 op = op->more; 3216 op = op->more;
3237 } 3217 }
3218
3238 return 0; 3219 return 0;
3239} 3220}
3240 3221
3241/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3245 * return 0. 3226 * return 0.
3246 */ 3227 */
3247int 3228int
3248action_makes_visible (object *op) 3229action_makes_visible (object *op)
3249{ 3230{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 { 3232 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0; 3234 return 0;
3255 3235
3261 { 3241 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1; 3243 return 1;
3264 } 3244 }
3265 } 3245 }
3246
3266 return 0; 3247 return 0;
3267} 3248}
3268 3249
3269/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3251 * 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 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3257 */
3277int 3258int
3278op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3279{ 3260{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3261 /* 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), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3268 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3270 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3275 {
3295 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 { 3278 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 { 3280 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 { 3282 {
3304 if (x != NULL && y != NULL) 3283 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3306 return 1; 3286 return 1;
3307 } 3287 }
3308 } 3288 }
3309 } 3289 }
3290
3310 if (x != NULL && y != NULL) 3291 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3312 return 1; 3294 return 1;
3313 } 3295 }
3314 } 3296 }
3315 } 3297 }
3298
3316 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3317 return 0; 3300 return 0;
3318} 3301}
3319 3302
3320/* 3303/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3320 int i = 0, j = 0;
3338 3321
3339 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3331
3349 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3350 return; 3333 return;
3351 3334
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 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]); */ 3339 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3340 return;
3358 } 3341 }
3359 3342
3360 /* everything seems okay - now bring on the gift: */ 3343 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3344 item = tr->item;
3362 3345
3363 if (item->type == SPELL) 3346 if (item->type == SPELL)
3364 { 3347 {
3365 if (check_spell_known (who, item->name)) 3348 if (check_spell_known (who, item->name))
3366 return; 3349 return;
3425 { 3408 {
3426 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3410 object *skin;
3428 3411
3429 /* first get the dragon skin force */ 3412 /* 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) 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3414 ;
3433 3415
3434 if (!skin) 3416 if (!skin)
3435 return; 3417 return;
3436 3418
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0; 3495 return 0;
3514 3496
3515 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3516} 3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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