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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 1.176 by root, Sun Dec 16 01:25:17 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 {
657} 633}
658 634
659void 635void
660give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
661{ 637{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 638 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 640
667 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
668 { 642 {
669 next = op->below; 643 next = op->below;
670 644
671 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
714 if (op->nrof > 1) 688 if (op->nrof > 1)
715 op->nrof = 1; 689 op->nrof = 1;
716 } 690 }
717 691
718 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 694
723 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 697 * merged properly.
726 */ 698 */
1032 if (op->move_type & MOVE_FLYING) 1004 if (op->move_type & MOVE_FLYING)
1033 return 1; 1005 return 1;
1034 1006
1035 next = op->below; 1007 next = op->below;
1036 1008
1009 int cnt = MAX_ITEM_PER_DROP;
1010#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011
1037 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 1013 * destroyed */
1039 while (next && !next->destroyed ()) 1014 while (next && !next->destroyed ())
1040 { 1015 {
1041 tmp = next; 1016 tmp = next;
1042 next = tmp->below; 1017 next = tmp->below;
1043 1018
1019 if (cnt <= 0)
1020 {
1021 op->failmsg ("Couldn't pickup all items at once.");
1022 return 0;
1023 }
1024
1044 if (op->destroyed ()) 1025 if (op->destroyed ())
1045 return 0; 1026 return 0;
1046 1027
1047 if (!can_pick (op, tmp)) 1028 if (!can_pick (op, tmp))
1048 continue; 1029 continue;
1049 1030
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1031 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 1032 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 1033 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1054 continue; 1035 continue;
1055 } 1036 }
1056 1037
1057 /* high not bit set? We're using the old autopickup model */ 1038 /* high not bit set? We're using the old autopickup model */
1058 if (!(op->contr->mode & PU_NEWMODE)) 1039 if (!(op->contr->mode & PU_NEWMODE))
1060 switch (op->contr->mode) 1041 switch (op->contr->mode)
1061 { 1042 {
1062 case 0: 1043 case 0:
1063 return 1; /* don't pick up */ 1044 return 1; /* don't pick up */
1064 case 1: 1045 case 1:
1065 pick_up (op, tmp); 1046 CHK_PICK_PICKUP;
1066 return 1; 1047 return 1;
1067 case 2: 1048 case 2:
1068 pick_up (op, tmp); 1049 CHK_PICK_PICKUP;
1069 return 0; 1050 return 0;
1070 case 3: 1051 case 3:
1071 return 0; /* stop before pickup */ 1052 return 0; /* stop before pickup */
1072 case 4: 1053 case 4:
1073 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1074 break; 1055 break;
1075 case 5: 1056 case 5:
1076 pick_up (op, tmp); 1057 CHK_PICK_PICKUP;
1077 stop = 1; 1058 stop = 1;
1078 break; 1059 break;
1079 case 6: 1060 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1061 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1081 pick_up (op, tmp); 1062 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063 CHK_PICK_PICKUP;
1082 break; 1064 break;
1083 1065
1084 case 7: 1066 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM) 1067 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp); 1068 CHK_PICK_PICKUP;
1087 break; 1069 break;
1088 1070
1089 default: 1071 default:
1090 /* use value density */ 1072 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1073 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1074 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1094 } 1076 }
1095 } 1077 }
1096 else 1078 else
1097 { /* old model */ 1079 { /* old model */
1098 /* NEW pickup handling */ 1080 /* NEW pickup handling */
1153 /* all food and drink if desired */ 1135 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */ 1136 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD) 1137 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD) 1138 if (tmp->type == FOOD)
1157 { 1139 {
1158 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1159 continue; 1141 continue;
1160 } 1142 }
1161 1143
1162 if (op->contr->mode & PU_DRINK) 1144 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1145 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 { 1146 {
1165 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1166 continue; 1148 continue;
1167 } 1149 }
1168 1150
1169 if (op->contr->mode & PU_POTION) 1151 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION) 1152 if (tmp->type == POTION)
1171 { 1153 {
1172 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1173 continue; 1155 continue;
1174 } 1156 }
1175 1157
1176 /* spellbooks, skillscrolls and normal books/scrolls */ 1158 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK) 1159 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK) 1160 if (tmp->type == SPELLBOOK)
1179 { 1161 {
1180 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1181 continue; 1163 continue;
1182 } 1164 }
1183 1165
1184 if (op->contr->mode & PU_SKILLSCROLL) 1166 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL) 1167 if (tmp->type == SKILLSCROLL)
1186 { 1168 {
1187 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1188 continue; 1170 continue;
1189 } 1171 }
1190 1172
1191 if (op->contr->mode & PU_READABLES) 1173 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1174 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1175 {
1194 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1195 continue; 1177 continue;
1196 } 1178 }
1197 1179
1198 /* wands/staves/rods/horns */ 1180 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE) 1181 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1182 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 { 1183 {
1202 pick_up (op, tmp); 1184 CHK_PICK_PICKUP;
1203 continue; 1185 continue;
1204 } 1186 }
1205 1187
1206 /* pick up all magical items */ 1188 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1189 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1190 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 { 1191 {
1210 pick_up (op, tmp); 1192 CHK_PICK_PICKUP;
1211 continue; 1193 continue;
1212 } 1194 }
1213 1195
1214 if (op->contr->mode & PU_VALUABLES) 1196 if (op->contr->mode & PU_VALUABLES)
1215 { 1197 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1198 if (tmp->type == MONEY || tmp->type == GEM)
1217 { 1199 {
1218 pick_up (op, tmp); 1200 CHK_PICK_PICKUP;
1219 continue; 1201 continue;
1220 } 1202 }
1221 } 1203 }
1222 1204
1223 /* rings & amulets - talismans seems to be typed AMULET */ 1205 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS) 1206 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET) 1207 if (tmp->type == RING || tmp->type == AMULET)
1226 { 1208 {
1227 pick_up (op, tmp); 1209 CHK_PICK_PICKUP;
1228 continue; 1210 continue;
1229 } 1211 }
1230 1212
1231 /* we don't forget dragon food */ 1213 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH) 1214 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH) 1215 if (tmp->type == FLESH)
1234 { 1216 {
1235 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1236 continue; 1218 continue;
1237 } 1219 }
1238 1220
1239 /* bows and arrows. Bows are good for selling! */ 1221 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW) 1222 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW) 1223 if (tmp->type == BOW)
1242 { 1224 {
1243 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1244 continue; 1226 continue;
1245 } 1227 }
1246 1228
1247 if (op->contr->mode & PU_ARROW) 1229 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW) 1230 if (tmp->type == ARROW)
1249 { 1231 {
1250 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1251 continue; 1233 continue;
1252 } 1234 }
1253 1235
1254 /* all kinds of armor etc. */ 1236 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR) 1237 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR) 1238 if (tmp->type == ARMOUR)
1257 { 1239 {
1258 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1259 continue; 1241 continue;
1260 } 1242 }
1261 1243
1262 if (op->contr->mode & PU_HELMET) 1244 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET) 1245 if (tmp->type == HELMET)
1264 { 1246 {
1265 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1266 continue; 1248 continue;
1267 } 1249 }
1268 1250
1269 if (op->contr->mode & PU_SHIELD) 1251 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD) 1252 if (tmp->type == SHIELD)
1271 { 1253 {
1272 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1273 continue; 1255 continue;
1274 } 1256 }
1275 1257
1276 if (op->contr->mode & PU_BOOTS) 1258 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS) 1259 if (tmp->type == BOOTS)
1278 { 1260 {
1279 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1280 continue; 1262 continue;
1281 } 1263 }
1282 1264
1283 if (op->contr->mode & PU_GLOVES) 1265 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES) 1266 if (tmp->type == GLOVES)
1285 { 1267 {
1286 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1287 continue; 1269 continue;
1288 } 1270 }
1289 1271
1290 if (op->contr->mode & PU_CLOAK) 1272 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK) 1273 if (tmp->type == CLOAK)
1292 { 1274 {
1293 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1294 continue; 1276 continue;
1295 } 1277 }
1296 1278
1297 /* hoping to catch throwing daggers here */ 1279 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON) 1280 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1281 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 { 1282 {
1301 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1302 continue; 1284 continue;
1303 } 1285 }
1304 1286
1305 /* careful: chairs and tables are weapons! */ 1287 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON) 1288 if (op->contr->mode & PU_ALLWEAPON)
1308 if (tmp->type == WEAPON && tmp->name != NULL) 1290 if (tmp->type == WEAPON && tmp->name != NULL)
1309 { 1291 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1292 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1293 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 { 1294 {
1313 pick_up (op, tmp); 1295 CHK_PICK_PICKUP;
1314 continue; 1296 continue;
1315 } 1297 }
1316 } 1298 }
1317 1299
1318 if (tmp->type == WEAPON && tmp->name == NULL) 1300 if (tmp->type == WEAPON && tmp->name == NULL)
1319 { 1301 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1302 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 { 1303 {
1322 pick_up (op, tmp); 1304 CHK_PICK_PICKUP;
1323 continue; 1305 continue;
1324 } 1306 }
1325 } 1307 }
1326 } 1308 }
1327 1309
1328 /* misc stuff that's useful */ 1310 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY) 1311 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1312 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 { 1313 {
1332 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1333 continue; 1315 continue;
1334 } 1316 }
1335 1317
1336 /* any of the last 4 bits set means we use the ratio for value 1318 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */ 1319 * pickups */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits 1324 /* >=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 */ 1325 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5; 1326 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) 1327 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 { 1328 {
1347 pick_up (op, tmp); 1329 CHK_PICK_PICKUP;
1348#if 0 1330#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1331 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL) 1332 if (tmp->name != NULL)
1351 { 1333 {
1352 fprintf (stderr, "%s", tmp->name); 1334 fprintf (stderr, "%s", tmp->name);
1375{ 1357{
1376 object *tmp = 0; 1358 object *tmp = 0;
1377 1359
1378 for (op = op->inv; op; op = op->below) 1360 for (op = op->inv; op; op = op->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1361 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type); 1362 tmp = find_arrow (splay (op), type);
1381 else if (op->type == ARROW && op->race == type) 1363 else if (op->type == ARROW && op->race == type)
1382 return op; 1364 return splay (op);
1383 1365
1384 return tmp; 1366 return tmp;
1385} 1367}
1386 1368
1387/* 1369/*
1682 1664
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1665 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1666 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1667 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1668
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1669 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1670 m->insert (arrow, sx, sy, op);
1689 1671
1690 if (!arrow->destroyed ()) 1672 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1673 move_arrow (arrow);
1692 1674
1770 1752
1771 if (item->type == WAND) 1753 if (item->type == WAND)
1772 { 1754 {
1773 if (item->stats.food <= 0) 1755 if (item->stats.food <= 0)
1774 { 1756 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1757 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)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1759
1778 return; 1760 return;
1779 } 1761 }
1780 } 1762 }
1781 else if (item->type == ROD || item->type == HORN) 1763 else if (item->type == ROD || item->type == HORN)
1782 { 1764 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1765 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1766 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 op->contr->play_sound (sound_find ("wand_poof"));
1786 1768
1787 if (item->type == ROD) 1769 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)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1771 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1772 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 */ 1961 /* If we found a key, do some extra work */
1980 if (key) 1962 if (key)
1981 { 1963 {
1982 object *container = key->env; 1964 object *container = key->env;
1983 1965
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1987 make_visible (op); 1967 make_visible (op);
1988 1968
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1991 1971
1992 if (door->type == DOOR) 1972 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1995 { 1975 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1978 }
1999 1979
2000 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2006 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2007 } 1987 }
2008 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2009 { 1989 {
2010 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1992 return 1;
2013 } 1993 }
2014 1994
2015 return 0; 1995 return 0;
2016} 1996}
2103 2083
2104 if (op->speed_left > 0.f) 2084 if (op->speed_left > 0.f)
2105 { 2085 {
2106 --op->speed_left; 2086 --op->speed_left;
2107 2087
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2110 2090
2111 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2092 make_visible (op);
2113 2093
2132 { 2112 {
2133 --op->speed_left; 2113 --op->speed_left;
2134 2114
2135 if (!op->contr->braced) 2115 if (!op->contr->braced)
2136 { 2116 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2139 } 2119 }
2140 else 2120 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2121 op->statusmsg ("You withhold your attack");
2142 2122
2143 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2124 make_visible (op);
2145 2125
2146 return true; 2126 return true;
2285 return 0; 2265 return 0;
2286 2266
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2269 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 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)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2272
2293 if (op->contr) 2273 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2274 esrv_del_item (op->contr, tmp->count);
2295 2275
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2295/* 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 2296 * 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 2297 * function will descend into containers. op is the object to start the search
2318 * from. 2298 * from.
2319 */ 2299 */
2320void 2300static void
2321remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2322{ 2302{
2323 while (op) 2303 while (op)
2324 { 2304 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326 2306
2330 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2331 2311
2332 op->insert_at (env); 2312 op->insert_at (env);
2333 } 2313 }
2334 else if (op->inv) 2314 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2336 2316
2337 op = next; 2317 op = next;
2338 } 2318 }
2319}
2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2339} 2326}
2340 2327
2341/* 2328/*
2342 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2426 else
2440 { 2427 {
2441 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 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 } 2430 }
2486 2431
2487 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2456 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2513 } 2458 }
2514 2459
2460 if (op->stats.food > 0)
2461 {
2515 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2464 {
2520 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2466
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2523 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2524 op->stats.food--; 2474 op->stats.food--;
2475
2525 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2529 } 2481 }
2530 }
2531 2482
2532 if (max_hp > 1) 2483 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2484 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2538 op->last_heal = 0; 2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2503 }
2540 else 2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2541 { 2512 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2543 } 2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2538 }
2545 else 2539 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2541 }
2549 } 2542 }
2550 2543
2551 /* Digestion */ 2544 /* Digestion */
2552 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2553 { 2546 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2547 int bonus = max (0, op->contr->digestion),
2548 penalty = max (0, -op->contr->digestion);
2555 2549
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2550 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 2551
2561 /* dms do not consume food */ 2552 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2554 op->stats.food--;
2564 } 2555 }
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2593 } 2584 }
2594 } 2585 }
2595 2586
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2587 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2588 {
2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2598 2592
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2594 kill_player (op);
2601 } 2595 }
2602} 2596}
2607 * file. 2601 * file.
2608 */ 2602 */
2609void 2603void
2610kill_player (object *op) 2604kill_player (object *op)
2611{ 2605{
2606 int x, y;
2612 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2608 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; 2609 int will_kill_again;
2624 archetype *at; 2610 archetype *at;
2625 object *tmp; 2611 object *tmp;
2626 2612
2627 if (save_life (op)) 2613 if (save_life (op))
2628 return; 2614 return;
2629
2630 2615
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2619 */
2650 { 2635 {
2651 tmp->destroy (); 2636 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2638 }
2654 2639
2655 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2643 op->stats.food = 999;
2659 2644
2660 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2647 {
2663 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2651 "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); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2668 tmp->msg = buf; 2653 );
2669 tmp->value = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2655 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2672 } 2657 }
2673 2658
2680 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2681 2666
2682 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2683 2668
2684 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691 2671
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2672 op->contr->play_sound (sound_find ("player_dies"));
2693 2673
2694 /* save the map location for corpse, gravestone */ 2674 /* save the map location for corpse, gravestone */
2695 x = op->x; 2675 x = op->x;
2696 y = op->y; 2676 y = op->y;
2697 map = op->map; 2677 map = op->map;
2860 { 2840 {
2861 tmp->destroy (); 2841 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2843 }
2864 2844
2865 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
2866 2846
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
2870 op->stats.food = 900; 2850 op->stats.food = 900;
2874 2854
2875 /* 2855 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2856 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2857 * and put them back in the map.
2878 */ 2858 */
2879 remove_unpaid_objects (op->inv, op); 2859 op->drop_unpaid_items ();
2880 2860
2881 /****************************************/ 2861 /****************************************/
2882 /* */ 2862 /* */
2883 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
3024void 3004void
3025make_visible (object *op) 3005make_visible (object *op)
3026{ 3006{
3027 op->hide = 0; 3007 op->hide = 0;
3028 op->invisible = 0; 3008 op->invisible = 0;
3009
3029 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3030 { 3011 {
3031 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3033 } 3014 }
3046 3027
3047/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3030 * indicate greater hideability.
3050 */ 3031 */
3051
3052int 3032int
3053hideability (object *ob) 3033hideability (object *ob)
3054{ 3034{
3055 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3056 sint16 x, y; 3036 sint16 x, y;
3181 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3168 * 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. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3170 * -b.t.
3191 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3192 */ 3172 */
3193
3194int 3173int
3195player_can_view (object *pl, object *op) 3174player_can_view (object *pl, object *op)
3196{ 3175{
3197 rv_vector rv; 3176 rv_vector rv;
3198 int dx, dy; 3177 int dx, dy;
3210 3189
3211 get_rangevector (pl, op, &rv, 0x1); 3190 get_rangevector (pl, op, &rv, 0x1);
3212 3191
3213 /* starting with the 'head' part, lets loop 3192 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3193 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3194 * part that is in the los array but isn't on
3216 * a blocked los square. 3195 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3196 * we use the archetype to figure out offsets.
3218 */ 3197 */
3219 while (op) 3198 while (op)
3220 { 3199 {
3223 3202
3224 /* only the viewable area the player sees is updated by LOS 3203 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3204 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3205 * for any meaningful values.
3227 */ 3206 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3210 return 1;
3211
3232 op = op->more; 3212 op = op->more;
3233 } 3213 }
3214
3234 return 0; 3215 return 0;
3235} 3216}
3236 3217
3237/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3222 * return 0.
3242 */ 3223 */
3243int 3224int
3244action_makes_visible (object *op) 3225action_makes_visible (object *op)
3245{ 3226{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3228 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3230 return 0;
3251 3231
3257 { 3237 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1; 3239 return 1;
3260 } 3240 }
3261 } 3241 }
3242
3262 return 0; 3243 return 0;
3263} 3244}
3264 3245
3265/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3247 * 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 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3253 */
3273int 3254int
3274op_on_battleground (object *op, int *x, int *y) 3255op_on_battleground (object *op, int *x, int *y)
3275{ 3256{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3257 /* 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), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3264 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3266 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3268 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3271 {
3291 /*before we assign the exit, check if this is a teambattle */ 3272 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3274 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3276 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3278 {
3300 if (x != NULL && y != NULL) 3279 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3302 return 1; 3282 return 1;
3303 } 3283 }
3304 } 3284 }
3305 } 3285 }
3286
3306 if (x != NULL && y != NULL) 3287 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3308 return 1; 3290 return 1;
3309 } 3291 }
3310 } 3292 }
3311 } 3293 }
3294
3312 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3313 return 0; 3296 return 0;
3314} 3297}
3315 3298
3316/* 3299/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3316 int i = 0, j = 0;
3334 3317
3335 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3327
3345 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3346 return; 3329 return;
3347 3330
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3331 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3404 {
3422 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3406 object *skin;
3424 3407
3425 /* first get the dragon skin force */ 3408 /* 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) 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3410 ;
3429 3411
3430 if (!skin) 3412 if (!skin)
3431 return; 3413 return;
3432 3414
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0; 3491 return 0;
3510 3492
3511 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3512} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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