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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.165 by root, Mon Aug 27 05:10:51 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>
227 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
229 { 228 {
230 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
231 230
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) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 234 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 236 skin = tmp;
241 237
242 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
243 } 239 }
244 240
288} 284}
289 285
290void 286void
291player::disconnect () 287player::disconnect ()
292{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
293 if (ns) 295 if (ns)
294 { 296 {
295 if (active) 297 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 299
299 301
300 ns->reset_stats (); 302 ns->reset_stats ();
301 ns->pl = 0; 303 ns->pl = 0;
302 ns = 0; 304 ns = 0;
303 } 305 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307 306
308 observe = ob; 307 observe = ob;
309 308
310 deactivate (); 309 deactivate ();
311} 310}
364 if (ob) 363 if (ob)
365 { 364 {
366 ob->destroy_inv (false); 365 ob->destroy_inv (false);
367 ob->destroy (); 366 ob->destroy ();
368 } 367 }
368
369 ob = observe = 0;
369} 370}
370 371
371player::~player () 372player::~player ()
372{ 373{
373 /* Clear item stack */ 374 /* Clear item stack */
424 unsigned lastdist; 425 unsigned lastdist;
425 rv_vector rv; 426 rv_vector rv;
426 427
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 429 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 431 continue;
458 432
459 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
460 { 434 {
1187 pick_up (op, tmp); 1161 pick_up (op, tmp);
1188 continue; 1162 continue;
1189 } 1163 }
1190 1164
1191 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1167 {
1194 pick_up (op, tmp); 1168 pick_up (op, tmp);
1195 continue; 1169 continue;
1196 } 1170 }
1197 1171
1682 1656
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1660
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1689 1663
1690 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1665 move_arrow (arrow);
1692 1666
1770 1744
1771 if (item->type == WAND) 1745 if (item->type == WAND)
1772 { 1746 {
1773 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1774 { 1748 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1751
1778 return; 1752 return;
1779 } 1753 }
1780 } 1754 }
1781 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1782 { 1756 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1758 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1786 1760
1787 if (item->type == ROD) 1761 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1763 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1979 /* If we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1980 if (key) 1954 if (key)
1981 { 1955 {
1982 object *container = key->env; 1956 object *container = key->env;
1983 1957
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1987 make_visible (op); 1959 make_visible (op);
1988 1960
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
2103 2075
2104 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2105 { 2077 {
2106 --op->speed_left; 2078 --op->speed_left;
2107 2079
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2080 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2110 2082
2111 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2084 make_visible (op);
2113 2085
2132 { 2104 {
2133 --op->speed_left; 2105 --op->speed_left;
2134 2106
2135 if (!op->contr->braced) 2107 if (!op->contr->braced)
2136 { 2108 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2139 } 2111 }
2140 else 2112 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2142 2114
2285 return 0; 2257 return 0;
2286 2258
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2261 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2264
2293 if (op->contr) 2265 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2295 2267
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2318 * from. 2290 * from.
2319 */ 2291 */
2320void 2292static void
2321remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2322{ 2294{
2323 while (op) 2295 while (op)
2324 { 2296 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326 2298
2330 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2331 2303
2332 op->insert_at (env); 2304 op->insert_at (env);
2333 } 2305 }
2334 else if (op->inv) 2306 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2336 2308
2337 op = next; 2309 op = next;
2338 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2339} 2318}
2340 2319
2341/* 2320/*
2342 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2418 else
2440 { 2419 {
2441 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2422 }
2486 2423
2487 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2448 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2513 } 2450 }
2514 2451
2452 if (op->stats.food > 0)
2453 {
2515 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2456 {
2520 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2458
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2523 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2524 op->stats.food--; 2466 op->stats.food--;
2467
2525 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2529 } 2473 }
2530 }
2531 2474
2532 if (max_hp > 1) 2475 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2476 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2538 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2495 }
2540 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2541 { 2504 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2543 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2530 }
2545 else 2531 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2533 }
2549 } 2534 }
2550 2535
2551 /* Digestion */ 2536 /* Digestion */
2552 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2553 { 2538 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2539 int bonus = max (0, op->contr->digestion),
2540 penalty = max (0, -op->contr->digestion);
2555 2541
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2543
2561 /* dms do not consume food */ 2544 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2546 op->stats.food--;
2564 } 2547 }
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2593 } 2576 }
2594 } 2577 }
2595 2578
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2598 2584
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2586 kill_player (op);
2601 } 2587 }
2602} 2588}
2625 object *tmp; 2611 object *tmp;
2626 2612
2627 if (save_life (op)) 2613 if (save_life (op))
2628 return; 2614 return;
2629 2615
2630
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2619 */
2635 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2650 { 2635 {
2651 tmp->destroy (); 2636 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2638 }
2654 2639
2655 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2643 op->stats.food = 999;
2659 2644
2660 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2687 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2688 } 2673 }
2689 else 2674 else
2690 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2691 2676
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2693 2678
2694 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2695 x = op->x; 2680 x = op->x;
2696 y = op->y; 2681 y = op->y;
2697 map = op->map; 2682 map = op->map;
2860 { 2845 {
2861 tmp->destroy (); 2846 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2848 }
2864 2849
2865 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2866 2851
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2870 op->stats.food = 900; 2855 op->stats.food = 900;
2874 2859
2875 /* 2860 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2862 * and put them back in the map.
2878 */ 2863 */
2879 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2880 2865
2881 /****************************************/ 2866 /****************************************/
2882 /* */ 2867 /* */
2883 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3024void 3009void
3025make_visible (object *op) 3010make_visible (object *op)
3026{ 3011{
3027 op->hide = 0; 3012 op->hide = 0;
3028 op->invisible = 0; 3013 op->invisible = 0;
3014
3029 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3030 { 3016 {
3031 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3033 } 3019 }
3046 3032
3047/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3035 * indicate greater hideability.
3050 */ 3036 */
3051
3052int 3037int
3053hideability (object *ob) 3038hideability (object *ob)
3054{ 3039{
3055 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3056 sint16 x, y; 3041 sint16 x, y;
3181 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3175 * -b.t.
3191 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3192 */ 3177 */
3193
3194int 3178int
3195player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3196{ 3180{
3197 rv_vector rv; 3181 rv_vector rv;
3198 int dx, dy; 3182 int dx, dy;
3210 3194
3211 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3212 3196
3213 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3198 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3216 * a blocked los square. 3200 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3218 */ 3202 */
3219 while (op) 3203 while (op)
3220 { 3204 {
3223 3207
3224 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3210 * for any meaningful values.
3227 */ 3211 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3215 return 1;
3216
3232 op = op->more; 3217 op = op->more;
3233 } 3218 }
3219
3234 return 0; 3220 return 0;
3235} 3221}
3236 3222
3237/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3227 * return 0.
3242 */ 3228 */
3243int 3229int
3244action_makes_visible (object *op) 3230action_makes_visible (object *op)
3245{ 3231{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3233 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3235 return 0;
3251 3236
3257 { 3242 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1; 3244 return 1;
3260 } 3245 }
3261 } 3246 }
3247
3262 return 0; 3248 return 0;
3263} 3249}
3264 3250
3265/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3258 */
3273int 3259int
3274op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3275{ 3261{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3269 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3271 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3276 {
3291 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3279 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3281 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3283 {
3300 if (x != NULL && y != NULL) 3284 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3302 return 1; 3287 return 1;
3303 } 3288 }
3304 } 3289 }
3305 } 3290 }
3291
3306 if (x != NULL && y != NULL) 3292 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3308 return 1; 3295 return 1;
3309 } 3296 }
3310 } 3297 }
3311 } 3298 }
3299
3312 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3313 return 0; 3301 return 0;
3314} 3302}
3315 3303
3316/* 3304/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3321 int i = 0, j = 0;
3334 3322
3335 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3332
3345 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3346 return; 3334 return;
3347 3335
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3409 {
3422 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3411 object *skin;
3424 3412
3425 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3415 ;
3429 3416
3430 if (!skin) 3417 if (!skin)
3431 return; 3418 return;
3432 3419

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