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

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 193
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 {
1032 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1033 return 1; 1009 return 1;
1034 1010
1035 next = op->below; 1011 next = op->below;
1036 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1037 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 1017 * destroyed */
1039 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1040 { 1019 {
1041 tmp = next; 1020 tmp = next;
1042 next = tmp->below; 1021 next = tmp->below;
1043 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1044 if (op->destroyed ()) 1029 if (op->destroyed ())
1045 return 0; 1030 return 0;
1046 1031
1047 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1048 continue; 1033 continue;
1049 1034
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 1036 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1054 continue; 1039 continue;
1055 } 1040 }
1056 1041
1057 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1058 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1060 switch (op->contr->mode) 1045 switch (op->contr->mode)
1061 { 1046 {
1062 case 0: 1047 case 0:
1063 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1064 case 1: 1049 case 1:
1065 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1066 return 1; 1051 return 1;
1067 case 2: 1052 case 2:
1068 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1069 return 0; 1054 return 0;
1070 case 3: 1055 case 3:
1071 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1072 case 4: 1057 case 4:
1073 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1074 break; 1059 break;
1075 case 5: 1060 case 5:
1076 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1077 stop = 1; 1062 stop = 1;
1078 break; 1063 break;
1079 case 6: 1064 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1081 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1082 break; 1068 break;
1083 1069
1084 case 7: 1070 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1087 break; 1073 break;
1088 1074
1089 default: 1075 default:
1090 /* use value density */ 1076 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1094 } 1080 }
1095 } 1081 }
1096 else 1082 else
1097 { /* old model */ 1083 { /* old model */
1098 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1153 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1157 { 1143 {
1158 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1159 continue; 1145 continue;
1160 } 1146 }
1161 1147
1162 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 { 1150 {
1165 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1166 continue; 1152 continue;
1167 } 1153 }
1168 1154
1169 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1171 { 1157 {
1172 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1173 continue; 1159 continue;
1174 } 1160 }
1175 1161
1176 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1179 { 1165 {
1180 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1181 continue; 1167 continue;
1182 } 1168 }
1183 1169
1184 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1186 { 1172 {
1187 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1188 continue; 1174 continue;
1189 } 1175 }
1190 1176
1191 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1179 {
1194 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1195 continue; 1181 continue;
1196 } 1182 }
1197 1183
1198 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 { 1187 {
1202 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1203 continue; 1189 continue;
1204 } 1190 }
1205 1191
1206 /* pick up all magical items */ 1192 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 { 1195 {
1210 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1211 continue; 1197 continue;
1212 } 1198 }
1213 1199
1214 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1215 { 1201 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1217 { 1203 {
1218 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1219 continue; 1205 continue;
1220 } 1206 }
1221 } 1207 }
1222 1208
1223 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1226 { 1212 {
1227 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1228 continue; 1214 continue;
1229 } 1215 }
1230 1216
1231 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1234 { 1220 {
1235 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1236 continue; 1222 continue;
1237 } 1223 }
1238 1224
1239 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1242 { 1228 {
1243 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1244 continue; 1230 continue;
1245 } 1231 }
1246 1232
1247 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1249 { 1235 {
1250 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1251 continue; 1237 continue;
1252 } 1238 }
1253 1239
1254 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1257 { 1243 {
1258 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1259 continue; 1245 continue;
1260 } 1246 }
1261 1247
1262 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1264 { 1250 {
1265 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1266 continue; 1252 continue;
1267 } 1253 }
1268 1254
1269 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1271 { 1257 {
1272 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1273 continue; 1259 continue;
1274 } 1260 }
1275 1261
1276 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1278 { 1264 {
1279 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1280 continue; 1266 continue;
1281 } 1267 }
1282 1268
1283 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1285 { 1271 {
1286 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1287 continue; 1273 continue;
1288 } 1274 }
1289 1275
1290 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1292 { 1278 {
1293 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1294 continue; 1280 continue;
1295 } 1281 }
1296 1282
1297 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 { 1286 {
1301 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1302 continue; 1288 continue;
1303 } 1289 }
1304 1290
1305 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1308 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1309 { 1295 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 { 1298 {
1313 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1314 continue; 1300 continue;
1315 } 1301 }
1316 } 1302 }
1317 1303
1318 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1319 { 1305 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 { 1307 {
1322 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1323 continue; 1309 continue;
1324 } 1310 }
1325 } 1311 }
1326 } 1312 }
1327 1313
1328 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 { 1317 {
1332 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1333 continue; 1319 continue;
1334 } 1320 }
1335 1321
1336 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */ 1323 * pickups */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 { 1332 {
1347 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1348#if 0 1334#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1351 { 1337 {
1352 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1375{ 1361{
1376 object *tmp = 0; 1362 object *tmp = 0;
1377 1363
1378 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1381 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1382 return op; 1368 return splay (op);
1383 1369
1384 return tmp; 1370 return tmp;
1385} 1371}
1386 1372
1387/* 1373/*
1682 1668
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1672
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1689 1675
1690 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1677 move_arrow (arrow);
1692 1678
1770 1756
1771 if (item->type == WAND) 1757 if (item->type == WAND)
1772 { 1758 {
1773 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1774 { 1760 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1763
1778 return; 1764 return;
1779 } 1765 }
1780 } 1766 }
1781 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1782 { 1768 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1770 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1786 1772
1787 if (item->type == ROD) 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1775 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1979 /* If we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1980 if (key) 1966 if (key)
1981 { 1967 {
1982 object *container = key->env; 1968 object *container = key->env;
1983 1969
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1987 make_visible (op); 1971 make_visible (op);
1988 1972
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1991 1975
1992 if (door->type == DOOR) 1976 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1995 { 1979 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1982 }
1999 1983
2000 /* Do this after we print the message */ 1984 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2006 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2007 } 1991 }
2008 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2009 { 1993 {
2010 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1996 return 1;
2013 } 1997 }
2014 1998
2015 return 0; 1999 return 0;
2016} 2000}
2103 2087
2104 if (op->speed_left > 0.f) 2088 if (op->speed_left > 0.f)
2105 { 2089 {
2106 --op->speed_left; 2090 --op->speed_left;
2107 2091
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2092 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2110 2094
2111 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2096 make_visible (op);
2113 2097
2132 { 2116 {
2133 --op->speed_left; 2117 --op->speed_left;
2134 2118
2135 if (!op->contr->braced) 2119 if (!op->contr->braced)
2136 { 2120 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2139 } 2123 }
2140 else 2124 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2142 2126
2143 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2128 make_visible (op);
2145 2129
2146 return true; 2130 return true;
2285 return 0; 2269 return 0;
2286 2270
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2273 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2276
2293 if (op->contr) 2277 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2295 2279
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2300 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2301 * function will descend into containers. op is the object to start the search
2318 * from. 2302 * from.
2319 */ 2303 */
2320void 2304static void
2321remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2322{ 2306{
2323 while (op) 2307 while (op)
2324 { 2308 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326 2310
2330 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2331 2315
2332 op->insert_at (env); 2316 op->insert_at (env);
2333 } 2317 }
2334 else if (op->inv) 2318 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2336 2320
2337 op = next; 2321 op = next;
2338 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2339} 2330}
2340 2331
2341/* 2332/*
2342 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2430 else
2440 { 2431 {
2441 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 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 } 2434 }
2486 2435
2487 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2460 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2513 } 2462 }
2514 2463
2464 if (op->stats.food > 0)
2465 {
2515 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2468 {
2520 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2470
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2523 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2524 op->stats.food--; 2478 op->stats.food--;
2479
2525 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2529 } 2485 }
2530 }
2531 2486
2532 if (max_hp > 1) 2487 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2488 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2538 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2507 }
2540 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2541 { 2516 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2543 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2542 }
2545 else 2543 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2545 }
2549 } 2546 }
2550 2547
2551 /* Digestion */ 2548 /* Digestion */
2552 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2553 { 2550 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = max (0, op->contr->digestion),
2552 penalty = max (0, -op->contr->digestion);
2555 2553
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2555
2561 /* dms do not consume food */ 2556 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2558 op->stats.food--;
2564 } 2559 }
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2593 } 2588 }
2594 } 2589 }
2595 2590
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2598 2596
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2598 kill_player (op);
2601 } 2599 }
2602} 2600}
2607 * file. 2605 * file.
2608 */ 2606 */
2609void 2607void
2610kill_player (object *op) 2608kill_player (object *op)
2611{ 2609{
2610 int x, y;
2612 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2612 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; 2613 int will_kill_again;
2624 archetype *at; 2614 archetype *at;
2625 object *tmp; 2615 object *tmp;
2626 2616
2627 if (save_life (op)) 2617 if (save_life (op))
2628 return; 2618 return;
2629
2630 2619
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2623 */
2650 { 2639 {
2651 tmp->destroy (); 2640 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2642 }
2654 2643
2655 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2647 op->stats.food = 999;
2659 2648
2660 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2651 {
2663 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2668 tmp->msg = buf; 2657 );
2669 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2672 } 2661 }
2673 2662
2680 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2681 2670
2682 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2683 2672
2684 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691 2675
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2693 2677
2694 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2695 x = op->x; 2679 x = op->x;
2696 y = op->y; 2680 y = op->y;
2697 map = op->map; 2681 map = op->map;
2860 { 2844 {
2861 tmp->destroy (); 2845 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2847 }
2864 2848
2865 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2866 2850
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2870 op->stats.food = 900; 2854 op->stats.food = 900;
2874 2858
2875 /* 2859 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2860 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2861 * and put them back in the map.
2878 */ 2862 */
2879 remove_unpaid_objects (op->inv, op); 2863 op->drop_unpaid_items ();
2880 2864
2881 /****************************************/ 2865 /****************************************/
2882 /* */ 2866 /* */
2883 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
3024void 3008void
3025make_visible (object *op) 3009make_visible (object *op)
3026{ 3010{
3027 op->hide = 0; 3011 op->hide = 0;
3028 op->invisible = 0; 3012 op->invisible = 0;
3013
3029 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3030 { 3015 {
3031 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3033 } 3018 }
3046 3031
3047/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3034 * indicate greater hideability.
3050 */ 3035 */
3051
3052int 3036int
3053hideability (object *ob) 3037hideability (object *ob)
3054{ 3038{
3055 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3056 sint16 x, y; 3040 sint16 x, y;
3181 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3172 * 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. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3174 * -b.t.
3191 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3192 */ 3176 */
3193
3194int 3177int
3195player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3196{ 3179{
3197 rv_vector rv; 3180 rv_vector rv;
3198 int dx, dy; 3181 int dx, dy;
3210 3193
3211 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3212 3195
3213 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3197 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3216 * a blocked los square. 3199 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3218 */ 3201 */
3219 while (op) 3202 while (op)
3220 { 3203 {
3223 3206
3224 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3209 * for any meaningful values.
3227 */ 3210 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3214 return 1;
3215
3232 op = op->more; 3216 op = op->more;
3233 } 3217 }
3218
3234 return 0; 3219 return 0;
3235} 3220}
3236 3221
3237/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3226 * return 0.
3242 */ 3227 */
3243int 3228int
3244action_makes_visible (object *op) 3229action_makes_visible (object *op)
3245{ 3230{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3232 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3234 return 0;
3251 3235
3257 { 3241 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1; 3243 return 1;
3260 } 3244 }
3261 } 3245 }
3246
3262 return 0; 3247 return 0;
3263} 3248}
3264 3249
3265/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3251 * 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 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3257 */
3273int 3258int
3274op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3275{ 3260{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3261 /* 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), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3268 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3270 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3275 {
3291 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3278 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3280 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3282 {
3300 if (x != NULL && y != NULL) 3283 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3302 return 1; 3286 return 1;
3303 } 3287 }
3304 } 3288 }
3305 } 3289 }
3290
3306 if (x != NULL && y != NULL) 3291 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3308 return 1; 3294 return 1;
3309 } 3295 }
3310 } 3296 }
3311 } 3297 }
3298
3312 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3313 return 0; 3300 return 0;
3314} 3301}
3315 3302
3316/* 3303/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3320 int i = 0, j = 0;
3334 3321
3335 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3331
3345 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3346 return; 3333 return;
3347 3334
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3408 {
3422 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3410 object *skin;
3424 3411
3425 /* first get the dragon skin force */ 3412 /* 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) 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3414 ;
3429 3415
3430 if (!skin) 3416 if (!skin)
3431 return; 3417 return;
3432 3418
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0; 3495 return 0;
3510 3496
3511 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3512} 3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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