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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 1.167 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
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
299 302
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
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307 307
308 observe = ob; 308 observe = ob;
309 309
310 deactivate (); 310 deactivate ();
311} 311}
364 if (ob) 364 if (ob)
365 { 365 {
366 ob->destroy_inv (false); 366 ob->destroy_inv (false);
367 ob->destroy (); 367 ob->destroy ();
368 } 368 }
369
370 ob = observe = 0;
369} 371}
370 372
371player::~player () 373player::~player ()
372{ 374{
373 /* Clear item stack */ 375 /* Clear item stack */
424 unsigned lastdist; 426 unsigned lastdist;
425 rv_vector rv; 427 rv_vector rv;
426 428
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 430 {
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)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 432 continue;
458 433
459 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
460 { 435 {
1187 pick_up (op, tmp); 1162 pick_up (op, tmp);
1188 continue; 1163 continue;
1189 } 1164 }
1190 1165
1191 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1168 {
1194 pick_up (op, tmp); 1169 pick_up (op, tmp);
1195 continue; 1170 continue;
1196 } 1171 }
1197 1172
1682 1657
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1661
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1689 1664
1690 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1666 move_arrow (arrow);
1692 1667
1770 1745
1771 if (item->type == WAND) 1746 if (item->type == WAND)
1772 { 1747 {
1773 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1774 { 1749 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 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)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1752
1778 return; 1753 return;
1779 } 1754 }
1780 } 1755 }
1781 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1782 { 1757 {
1783 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))
1784 { 1759 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1786 1761
1787 if (item->type == ROD) 1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1764 else
1790 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));
1979 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1980 if (key) 1955 if (key)
1981 { 1956 {
1982 object *container = key->env; 1957 object *container = key->env;
1983 1958
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1987 make_visible (op); 1960 make_visible (op);
1988 1961
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
2103 2076
2104 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2105 { 2078 {
2106 --op->speed_left; 2079 --op->speed_left;
2107 2080
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2110 2083
2111 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2085 make_visible (op);
2113 2086
2132 { 2105 {
2133 --op->speed_left; 2106 --op->speed_left;
2134 2107
2135 if (!op->contr->braced) 2108 if (!op->contr->braced)
2136 { 2109 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2139 } 2112 }
2140 else 2113 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2142 2115
2285 return 0; 2258 return 0;
2286 2259
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2262 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 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)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2265
2293 if (op->contr) 2266 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2295 2268
2315/* 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
2316 * 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
2317 * 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
2318 * from. 2291 * from.
2319 */ 2292 */
2320void 2293static void
2321remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2322{ 2295{
2323 while (op) 2296 while (op)
2324 { 2297 {
2325 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' */
2326 2299
2330 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2331 2304
2332 op->insert_at (env); 2305 op->insert_at (env);
2333 } 2306 }
2334 else if (op->inv) 2307 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2336 2309
2337 op = next; 2310 op = next;
2338 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2339} 2319}
2340 2320
2341/* 2321/*
2342 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2419 else
2440 { 2420 {
2441 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 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 } 2423 }
2486 2424
2487 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2488 /* 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. */
2489 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2510 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);
2511 } 2449 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2513 } 2451 }
2514 2452
2453 if (op->stats.food > 0)
2454 {
2515 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2457 {
2520 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2459
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2523 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2524 op->stats.food--; 2467 op->stats.food--;
2468
2525 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2527 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))
2528 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2529 } 2474 }
2530 }
2531 2475
2532 if (max_hp > 1) 2476 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2477 {
2537 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
2538 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);
2539 } 2496 }
2540 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)
2541 { 2505 {
2542 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 }
2543 } 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);
2544 } 2531 }
2545 else 2532 else
2546 {
2547 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);
2548 } 2534 }
2549 } 2535 }
2550 2536
2551 /* Digestion */ 2537 /* Digestion */
2552 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2553 { 2539 {
2554 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);
2555 2542
2556 if (op->contr->gen_hp > 0)
2557 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);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2544
2561 /* dms do not consume food */ 2545 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2547 op->stats.food--;
2564 } 2548 }
2591 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.");
2592 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2593 } 2577 }
2594 } 2578 }
2595 2579
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2598 2585
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2587 kill_player (op);
2601 } 2588 }
2602} 2589}
2625 object *tmp; 2612 object *tmp;
2626 2613
2627 if (save_life (op)) 2614 if (save_life (op))
2628 return; 2615 return;
2629 2616
2630
2631 /* 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
2632 * 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.
2633 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2620 */
2635 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2650 { 2636 {
2651 tmp->destroy (); 2637 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2639 }
2654 2640
2655 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2644 op->stats.food = 999;
2659 2645
2660 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2687 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2688 } 2674 }
2689 else 2675 else
2690 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2691 2677
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2693 2679
2694 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2695 x = op->x; 2681 x = op->x;
2696 y = op->y; 2682 y = op->y;
2697 map = op->map; 2683 map = op->map;
2860 { 2846 {
2861 tmp->destroy (); 2847 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2849 }
2864 2850
2865 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2866 2852
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2870 op->stats.food = 900; 2856 op->stats.food = 900;
2874 2860
2875 /* 2861 /*
2876 * 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
2877 * and put them back in the map. 2863 * and put them back in the map.
2878 */ 2864 */
2879 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2880 2866
2881 /****************************************/ 2867 /****************************************/
2882 /* */ 2868 /* */
2883 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3024void 3010void
3025make_visible (object *op) 3011make_visible (object *op)
3026{ 3012{
3027 op->hide = 0; 3013 op->hide = 0;
3028 op->invisible = 0; 3014 op->invisible = 0;
3015
3029 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3030 { 3017 {
3031 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3033 } 3020 }
3046 3033
3047/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3036 * indicate greater hideability.
3050 */ 3037 */
3051
3052int 3038int
3053hideability (object *ob) 3039hideability (object *ob)
3054{ 3040{
3055 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3056 sint16 x, y; 3042 sint16 x, y;
3181 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3182 * 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
3183 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3176 * -b.t.
3191 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3192 */ 3178 */
3193
3194int 3179int
3195player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3196{ 3181{
3197 rv_vector rv; 3182 rv_vector rv;
3198 int dx, dy; 3183 int dx, dy;
3210 3195
3211 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3212 3197
3213 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3199 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3216 * a blocked los square. 3201 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3218 */ 3203 */
3219 while (op) 3204 while (op)
3220 { 3205 {
3223 3208
3224 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3225 * 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
3226 * for any meaningful values. 3211 * for any meaningful values.
3227 */ 3212 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !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)])
3231 return 1; 3216 return 1;
3217
3232 op = op->more; 3218 op = op->more;
3233 } 3219 }
3220
3234 return 0; 3221 return 0;
3235} 3222}
3236 3223
3237/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3228 * return 0.
3242 */ 3229 */
3243int 3230int
3244action_makes_visible (object *op) 3231action_makes_visible (object *op)
3245{ 3232{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3234 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3236 return 0;
3251 3237
3257 { 3243 {
3258 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");
3259 return 1; 3245 return 1;
3260 } 3246 }
3261 } 3247 }
3248
3262 return 0; 3249 return 0;
3263} 3250}
3264 3251
3265/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3253 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3259 */
3273int 3260int
3274op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3275{ 3262{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3270 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3272 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 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))
3290 { 3277 {
3291 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3292 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))
3293 { 3280 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3282 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3284 {
3300 if (x != NULL && y != NULL) 3285 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3302 return 1; 3288 return 1;
3303 } 3289 }
3304 } 3290 }
3305 } 3291 }
3292
3306 if (x != NULL && y != NULL) 3293 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3308 return 1; 3296 return 1;
3309 } 3297 }
3310 } 3298 }
3311 } 3299 }
3300
3312 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3313 return 0; 3302 return 0;
3314} 3303}
3315 3304
3316/* 3305/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3322 int i = 0, j = 0;
3334 3323
3335 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3333
3345 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3346 return; 3335 return;
3347 3336
3348 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++);
3421 { 3410 {
3422 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3412 object *skin;
3424 3413
3425 /* first get the dragon skin force */ 3414 /* 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) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3416 ;
3429 3417
3430 if (!skin) 3418 if (!skin)
3431 return; 3419 return;
3432 3420

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