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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.168 by root, Sat Sep 1 03:56:34 2007 UTC

183 183
184 if (ob->map) 184 if (ob->map)
185 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186 186
187 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 189 ob->map = 0;
189 party = 0; 190 party = 0;
190 191
191 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
192 193
284} 285}
285 286
286void 287void
287player::disconnect () 288player::disconnect ()
288{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
289 if (ns) 296 if (ns)
290 { 297 {
291 if (active) 298 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 300
295 302
296 ns->reset_stats (); 303 ns->reset_stats ();
297 ns->pl = 0; 304 ns->pl = 0;
298 ns = 0; 305 ns = 0;
299 } 306 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303 307
304 observe = ob; 308 observe = ob;
305 309
306 deactivate (); 310 deactivate ();
307} 311}
422 unsigned lastdist; 426 unsigned lastdist;
423 rv_vector rv; 427 rv_vector rv;
424 428
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 430 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 432 continue;
456 433
457 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
458 { 435 {
1185 pick_up (op, tmp); 1162 pick_up (op, tmp);
1186 continue; 1163 continue;
1187 } 1164 }
1188 1165
1189 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1168 {
1192 pick_up (op, tmp); 1169 pick_up (op, tmp);
1193 continue; 1170 continue;
1194 } 1171 }
1195 1172
1680 1657
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1661
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1687 1664
1688 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1666 move_arrow (arrow);
1690 1667
1768 1745
1769 if (item->type == WAND) 1746 if (item->type == WAND)
1770 { 1747 {
1771 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1772 { 1749 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1752
1776 return; 1753 return;
1777 } 1754 }
1778 } 1755 }
1779 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1780 { 1757 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782 { 1759 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1784 1761
1785 if (item->type == ROD) 1762 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1764 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1977 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1978 if (key) 1955 if (key)
1979 { 1956 {
1980 object *container = key->env; 1957 object *container = key->env;
1981 1958
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1985 make_visible (op); 1960 make_visible (op);
1986 1961
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
2101 2076
2102 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2103 { 2078 {
2104 --op->speed_left; 2079 --op->speed_left;
2105 2080
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2108 2083
2109 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2085 make_visible (op);
2111 2086
2130 { 2105 {
2131 --op->speed_left; 2106 --op->speed_left;
2132 2107
2133 if (!op->contr->braced) 2108 if (!op->contr->braced)
2134 { 2109 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2137 } 2112 }
2138 else 2113 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2140 2115
2283 return 0; 2258 return 0;
2284 2259
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2262 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2265
2291 if (op->contr) 2266 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2293 2268
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2316 * from. 2291 * from.
2317 */ 2292 */
2318void 2293static void
2319remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2320{ 2295{
2321 while (op) 2296 while (op)
2322 { 2297 {
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324 2299
2328 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2329 2304
2330 op->insert_at (env); 2305 op->insert_at (env);
2331 } 2306 }
2332 else if (op->inv) 2307 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2334 2309
2335 op = next; 2310 op = next;
2336 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2337} 2319}
2338 2320
2339/* 2321/*
2340 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2419 else
2438 { 2420 {
2439 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2423 }
2484 2424
2485 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2449 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2511 } 2451 }
2512 2452
2453 if (op->stats.food > 0)
2454 {
2513 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2457 {
2518 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2459
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2521 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2522 op->stats.food--; 2467 op->stats.food--;
2468
2523 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2527 } 2474 }
2528 }
2529 2475
2530 if (max_hp > 1) 2476 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2477 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2536 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2496 }
2538 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2539 { 2505 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2541 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2531 }
2543 else 2532 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2534 }
2547 } 2535 }
2548 2536
2549 /* Digestion */ 2537 /* Digestion */
2550 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2551 { 2539 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2553 2542
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2544
2559 /* dms do not consume food */ 2545 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2547 op->stats.food--;
2562 } 2548 }
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2590 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2591 } 2577 }
2592 } 2578 }
2593 2579
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2595 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2596 2585
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2587 kill_player (op);
2599 } 2588 }
2600} 2589}
2605 * file. 2594 * file.
2606 */ 2595 */
2607void 2596void
2608kill_player (object *op) 2597kill_player (object *op)
2609{ 2598{
2599 int x, y;
2610 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2602 int will_kill_again;
2622 archetype *at; 2603 archetype *at;
2623 object *tmp; 2604 object *tmp;
2624 2605
2625 if (save_life (op)) 2606 if (save_life (op))
2626 return; 2607 return;
2627
2628 2608
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2612 */
2648 { 2628 {
2649 tmp->destroy (); 2629 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 } 2631 }
2652 2632
2653 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2656 op->stats.food = 999; 2636 op->stats.food = 999;
2657 2637
2658 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2640 {
2661 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2666 tmp->msg = buf; 2646 );
2667 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2670 } 2650 }
2671 2651
2678 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2679 2659
2680 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2681 2661
2682 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689 2664
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2691 2666
2692 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2693 x = op->x; 2668 x = op->x;
2694 y = op->y; 2669 y = op->y;
2695 map = op->map; 2670 map = op->map;
2858 { 2833 {
2859 tmp->destroy (); 2834 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 } 2836 }
2862 2837
2863 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2864 2839
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2868 op->stats.food = 900; 2843 op->stats.food = 900;
2872 2847
2873 /* 2848 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2849 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2850 * and put them back in the map.
2876 */ 2851 */
2877 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2878 2853
2879 /****************************************/ 2854 /****************************************/
2880 /* */ 2855 /* */
2881 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3022void 2997void
3023make_visible (object *op) 2998make_visible (object *op)
3024{ 2999{
3025 op->hide = 0; 3000 op->hide = 0;
3026 op->invisible = 0; 3001 op->invisible = 0;
3002
3027 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3028 { 3004 {
3029 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3031 } 3007 }
3044 3020
3045/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3023 * indicate greater hideability.
3048 */ 3024 */
3049
3050int 3025int
3051hideability (object *ob) 3026hideability (object *ob)
3052{ 3027{
3053 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3054 sint16 x, y; 3029 sint16 x, y;
3179 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3163 * -b.t.
3189 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3190 */ 3165 */
3191
3192int 3166int
3193player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3194{ 3168{
3195 rv_vector rv; 3169 rv_vector rv;
3196 int dx, dy; 3170 int dx, dy;
3208 3182
3209 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3210 3184
3211 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3186 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3214 * a blocked los square. 3188 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3216 */ 3190 */
3217 while (op) 3191 while (op)
3218 { 3192 {
3221 3195
3222 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values. 3198 * for any meaningful values.
3225 */ 3199 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3203 return 1;
3204
3230 op = op->more; 3205 op = op->more;
3231 } 3206 }
3207
3232 return 0; 3208 return 0;
3233} 3209}
3234 3210
3235/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3215 * return 0.
3240 */ 3216 */
3241int 3217int
3242action_makes_visible (object *op) 3218action_makes_visible (object *op)
3243{ 3219{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3221 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3223 return 0;
3249 3224
3255 { 3230 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1; 3232 return 1;
3258 } 3233 }
3259 } 3234 }
3235
3260 return 0; 3236 return 0;
3261} 3237}
3262 3238
3263/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3246 */
3271int 3247int
3272op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3273{ 3249{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3257 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3259 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3264 {
3289 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3267 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3269 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3271 {
3298 if (x != NULL && y != NULL) 3272 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3300 return 1; 3275 return 1;
3301 } 3276 }
3302 } 3277 }
3303 } 3278 }
3279
3304 if (x != NULL && y != NULL) 3280 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3306 return 1; 3283 return 1;
3307 } 3284 }
3308 } 3285 }
3309 } 3286 }
3287
3310 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3311 return 0; 3289 return 0;
3312} 3290}
3313 3291
3314/* 3292/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3309 int i = 0, j = 0;
3332 3310
3333 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3320
3343 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3344 return; 3322 return;
3345 3323
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

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