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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 1.174 by root, Thu Nov 8 19:43:27 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
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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 326}
326 327
327void 328void
328player::set_observe (object *op) 329player::set_observe (object *op)
329{ 330{
364 if (ob) 365 if (ob)
365 { 366 {
366 ob->destroy_inv (false); 367 ob->destroy_inv (false);
367 ob->destroy (); 368 ob->destroy ();
368 } 369 }
370
371 ob = observe = 0;
369} 372}
370 373
371player::~player () 374player::~player ()
372{ 375{
373 /* Clear item stack */ 376 /* Clear item stack */
424 unsigned lastdist; 427 unsigned lastdist;
425 rv_vector rv; 428 rv_vector rv;
426 429
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 433 continue;
458 434
459 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
460 { 436 {
1187 pick_up (op, tmp); 1163 pick_up (op, tmp);
1188 continue; 1164 continue;
1189 } 1165 }
1190 1166
1191 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1169 {
1194 pick_up (op, tmp); 1170 pick_up (op, tmp);
1195 continue; 1171 continue;
1196 } 1172 }
1197 1173
1375{ 1351{
1376 object *tmp = 0; 1352 object *tmp = 0;
1377 1353
1378 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1381 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1382 return op; 1358 return splay (op);
1383 1359
1384 return tmp; 1360 return tmp;
1385} 1361}
1386 1362
1387/* 1363/*
1682 1658
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1662
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1689 1665
1690 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1667 move_arrow (arrow);
1692 1668
1770 1746
1771 if (item->type == WAND) 1747 if (item->type == WAND)
1772 { 1748 {
1773 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1774 { 1750 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 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)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1753
1778 return; 1754 return;
1779 } 1755 }
1780 } 1756 }
1781 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1782 { 1758 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1760 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1786 1762
1787 if (item->type == ROD) 1763 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)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1765 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1979 /* If we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1980 if (key) 1956 if (key)
1981 { 1957 {
1982 object *container = key->env; 1958 object *container = key->env;
1983 1959
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1987 make_visible (op); 1961 make_visible (op);
1988 1962
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1991 1965
1992 if (door->type == DOOR) 1966 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1995 { 1969 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1972 }
1999 1973
2000 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2006 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2007 } 1981 }
2008 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2009 { 1983 {
2010 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1986 return 1;
2013 } 1987 }
2014 1988
2015 return 0; 1989 return 0;
2016} 1990}
2103 2077
2104 if (op->speed_left > 0.f) 2078 if (op->speed_left > 0.f)
2105 { 2079 {
2106 --op->speed_left; 2080 --op->speed_left;
2107 2081
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2110 2084
2111 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2086 make_visible (op);
2113 2087
2132 { 2106 {
2133 --op->speed_left; 2107 --op->speed_left;
2134 2108
2135 if (!op->contr->braced) 2109 if (!op->contr->braced)
2136 { 2110 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2139 } 2113 }
2140 else 2114 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2142 2116
2143 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2118 make_visible (op);
2145 2119
2146 return true; 2120 return true;
2285 return 0; 2259 return 0;
2286 2260
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2263 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 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)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2266
2293 if (op->contr) 2267 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2295 2269
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2318 * from. 2292 * from.
2319 */ 2293 */
2320void 2294static void
2321remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2322{ 2296{
2323 while (op) 2297 while (op)
2324 { 2298 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326 2300
2330 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2331 2305
2332 op->insert_at (env); 2306 op->insert_at (env);
2333 } 2307 }
2334 else if (op->inv) 2308 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2336 2310
2337 op = next; 2311 op = next;
2338 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2339} 2320}
2340 2321
2341/* 2322/*
2342 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2420 else
2440 { 2421 {
2441 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 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 } 2424 }
2486 2425
2487 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2450 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2513 } 2452 }
2514 2453
2454 if (op->stats.food > 0)
2455 {
2515 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2458 {
2520 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2460
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2523 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2524 op->stats.food--; 2468 op->stats.food--;
2469
2525 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2529 } 2475 }
2530 }
2531 2476
2532 if (max_hp > 1) 2477 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2478 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2538 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2497 }
2540 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2541 { 2506 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2543 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2532 }
2545 else 2533 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2535 }
2549 } 2536 }
2550 2537
2551 /* Digestion */ 2538 /* Digestion */
2552 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2553 { 2540 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2541 int bonus = max (0, op->contr->digestion),
2542 penalty = max (0, -op->contr->digestion);
2555 2543
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2545
2561 /* dms do not consume food */ 2546 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2548 op->stats.food--;
2564 } 2549 }
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2593 } 2578 }
2594 } 2579 }
2595 2580
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2598 2586
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2588 kill_player (op);
2601 } 2589 }
2602} 2590}
2607 * file. 2595 * file.
2608 */ 2596 */
2609void 2597void
2610kill_player (object *op) 2598kill_player (object *op)
2611{ 2599{
2600 int x, y;
2612 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2603 int will_kill_again;
2624 archetype *at; 2604 archetype *at;
2625 object *tmp; 2605 object *tmp;
2626 2606
2627 if (save_life (op)) 2607 if (save_life (op))
2628 return; 2608 return;
2629
2630 2609
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2613 */
2650 { 2629 {
2651 tmp->destroy (); 2630 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2632 }
2654 2633
2655 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2637 op->stats.food = 999;
2659 2638
2660 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2641 {
2663 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2668 tmp->msg = buf; 2647 );
2669 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2672 } 2651 }
2673 2652
2680 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2681 2660
2682 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2683 2662
2684 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691 2665
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2693 2667
2694 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2695 x = op->x; 2669 x = op->x;
2696 y = op->y; 2670 y = op->y;
2697 map = op->map; 2671 map = op->map;
2860 { 2834 {
2861 tmp->destroy (); 2835 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2837 }
2864 2838
2865 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2866 2840
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2870 op->stats.food = 900; 2844 op->stats.food = 900;
2874 2848
2875 /* 2849 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2851 * and put them back in the map.
2878 */ 2852 */
2879 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2880 2854
2881 /****************************************/ 2855 /****************************************/
2882 /* */ 2856 /* */
2883 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3024void 2998void
3025make_visible (object *op) 2999make_visible (object *op)
3026{ 3000{
3027 op->hide = 0; 3001 op->hide = 0;
3028 op->invisible = 0; 3002 op->invisible = 0;
3003
3029 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3030 { 3005 {
3031 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3033 } 3008 }
3046 3021
3047/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3024 * indicate greater hideability.
3050 */ 3025 */
3051
3052int 3026int
3053hideability (object *ob) 3027hideability (object *ob)
3054{ 3028{
3055 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3056 sint16 x, y; 3030 sint16 x, y;
3181 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3162 * 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. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3164 * -b.t.
3191 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3192 */ 3166 */
3193
3194int 3167int
3195player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3196{ 3169{
3197 rv_vector rv; 3170 rv_vector rv;
3198 int dx, dy; 3171 int dx, dy;
3210 3183
3211 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3212 3185
3213 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3187 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3216 * a blocked los square. 3189 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3218 */ 3191 */
3219 while (op) 3192 while (op)
3220 { 3193 {
3223 3196
3224 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3199 * for any meaningful values.
3227 */ 3200 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3204 return 1;
3205
3232 op = op->more; 3206 op = op->more;
3233 } 3207 }
3208
3234 return 0; 3209 return 0;
3235} 3210}
3236 3211
3237/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3216 * return 0.
3242 */ 3217 */
3243int 3218int
3244action_makes_visible (object *op) 3219action_makes_visible (object *op)
3245{ 3220{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3222 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3224 return 0;
3251 3225
3257 { 3231 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1; 3233 return 1;
3260 } 3234 }
3261 } 3235 }
3236
3262 return 0; 3237 return 0;
3263} 3238}
3264 3239
3265/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3241 * 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 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3247 */
3273int 3248int
3274op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3275{ 3250{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3251 /* 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), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3258 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3260 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3265 {
3291 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3268 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3270 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3272 {
3300 if (x != NULL && y != NULL) 3273 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3302 return 1; 3276 return 1;
3303 } 3277 }
3304 } 3278 }
3305 } 3279 }
3280
3306 if (x != NULL && y != NULL) 3281 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3308 return 1; 3284 return 1;
3309 } 3285 }
3310 } 3286 }
3311 } 3287 }
3288
3312 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3313 return 0; 3290 return 0;
3314} 3291}
3315 3292
3316/* 3293/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3310 int i = 0, j = 0;
3334 3311
3335 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3321
3345 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3346 return; 3323 return;
3347 3324
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3398 {
3422 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3400 object *skin;
3424 3401
3425 /* first get the dragon skin force */ 3402 /* 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) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3404 ;
3429 3405
3430 if (!skin) 3406 if (!skin)
3431 return; 3407 return;
3432 3408
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0; 3485 return 0;
3510 3486
3511 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3512} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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