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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 1.175 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
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
240 241
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 243
243 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
244 245
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 */
300
245 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
248 304
249 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
265 combat_ob = op; 321 combat_ob = op;
266 break; 322 break;
267 } 323 }
268 324
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321} 326}
322 327
323void 328void
324player::set_observe (object *op) 329player::set_observe (object *op)
325{ 330{
422 unsigned lastdist; 427 unsigned lastdist;
423 rv_vector rv; 428 rv_vector rv;
424 429
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 433 continue;
456 434
457 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
458 { 436 {
1030 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1031 return 1; 1009 return 1;
1032 1010
1033 next = op->below; 1011 next = op->below;
1034 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1035 /* 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
1036 * destroyed */ 1017 * destroyed */
1037 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1038 { 1019 {
1039 tmp = next; 1020 tmp = next;
1040 next = tmp->below; 1021 next = tmp->below;
1041 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1042 if (op->destroyed ()) 1029 if (op->destroyed ())
1043 return 0; 1030 return 0;
1044 1031
1045 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1046 continue; 1033 continue;
1047 1034
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1036 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1052 continue; 1039 continue;
1053 } 1040 }
1054 1041
1055 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1045 switch (op->contr->mode)
1059 { 1046 {
1060 case 0: 1047 case 0:
1061 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1062 case 1: 1049 case 1:
1063 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1064 return 1; 1051 return 1;
1065 case 2: 1052 case 2:
1066 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1067 return 0; 1054 return 0;
1068 case 3: 1055 case 3:
1069 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1070 case 4: 1057 case 4:
1071 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1072 break; 1059 break;
1073 case 5: 1060 case 5:
1074 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1075 stop = 1; 1062 stop = 1;
1076 break; 1063 break;
1077 case 6: 1064 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1080 break; 1068 break;
1081 1069
1082 case 7: 1070 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1085 break; 1073 break;
1086 1074
1087 default: 1075 default:
1088 /* use value density */ 1076 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (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)
1091 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1092 } 1080 }
1093 } 1081 }
1094 else 1082 else
1095 { /* old model */ 1083 { /* old model */
1096 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1151 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1155 { 1143 {
1156 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1157 continue; 1145 continue;
1158 } 1146 }
1159 1147
1160 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1161 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)))
1162 { 1150 {
1163 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1164 continue; 1152 continue;
1165 } 1153 }
1166 1154
1167 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1169 { 1157 {
1170 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1171 continue; 1159 continue;
1172 } 1160 }
1173 1161
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1177 { 1165 {
1178 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1179 continue; 1167 continue;
1180 } 1168 }
1181 1169
1182 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1184 { 1172 {
1185 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1186 continue; 1174 continue;
1187 } 1175 }
1188 1176
1189 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1179 {
1192 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1193 continue; 1181 continue;
1194 } 1182 }
1195 1183
1196 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1187 {
1200 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1201 continue; 1189 continue;
1202 } 1190 }
1203 1191
1204 /* pick up all magical items */ 1192 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1206 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))
1207 { 1195 {
1208 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1209 continue; 1197 continue;
1210 } 1198 }
1211 1199
1212 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1213 { 1201 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1203 {
1216 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1217 continue; 1205 continue;
1218 } 1206 }
1219 } 1207 }
1220 1208
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1212 {
1225 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1226 continue; 1214 continue;
1227 } 1215 }
1228 1216
1229 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1232 { 1220 {
1233 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1234 continue; 1222 continue;
1235 } 1223 }
1236 1224
1237 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1240 { 1228 {
1241 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1242 continue; 1230 continue;
1243 } 1231 }
1244 1232
1245 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1247 { 1235 {
1248 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1249 continue; 1237 continue;
1250 } 1238 }
1251 1239
1252 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1255 { 1243 {
1256 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1257 continue; 1245 continue;
1258 } 1246 }
1259 1247
1260 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1262 { 1250 {
1263 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1264 continue; 1252 continue;
1265 } 1253 }
1266 1254
1267 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1269 { 1257 {
1270 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1271 continue; 1259 continue;
1272 } 1260 }
1273 1261
1274 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1276 { 1264 {
1277 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1278 continue; 1266 continue;
1279 } 1267 }
1280 1268
1281 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1283 { 1271 {
1284 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1285 continue; 1273 continue;
1286 } 1274 }
1287 1275
1288 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1290 { 1278 {
1291 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1292 continue; 1280 continue;
1293 } 1281 }
1294 1282
1295 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1286 {
1299 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1300 continue; 1288 continue;
1301 } 1289 }
1302 1290
1303 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1295 {
1308 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 &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1298 {
1311 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1312 continue; 1300 continue;
1313 } 1301 }
1314 } 1302 }
1315 1303
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1305 {
1318 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)
1319 { 1307 {
1320 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1321 continue; 1309 continue;
1322 } 1310 }
1323 } 1311 }
1324 } 1312 }
1325 1313
1326 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1317 {
1330 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1331 continue; 1319 continue;
1332 } 1320 }
1333 1321
1334 /* 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
1335 * pickups */ 1323 * pickups */
1340 /* >=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
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 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)
1344 { 1332 {
1345 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1346#if 0 1334#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1349 { 1337 {
1350 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1373{ 1361{
1374 object *tmp = 0; 1362 object *tmp = 0;
1375 1363
1376 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1377 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))
1378 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1379 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1380 return op; 1368 return splay (op);
1381 1369
1382 return tmp; 1370 return tmp;
1383} 1371}
1384 1372
1385/* 1373/*
1680 1668
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1672
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1687 1675
1688 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1677 move_arrow (arrow);
1690 1678
1768 1756
1769 if (item->type == WAND) 1757 if (item->type == WAND)
1770 { 1758 {
1771 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1772 { 1760 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1763
1776 return; 1764 return;
1777 } 1765 }
1778 } 1766 }
1779 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1780 { 1768 {
1781 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))
1782 { 1770 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1784 1772
1785 if (item->type == ROD) 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1775 else
1788 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));
1977 /* If we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1978 if (key) 1966 if (key)
1979 { 1967 {
1980 object *container = key->env; 1968 object *container = key->env;
1981 1969
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1985 make_visible (op); 1971 make_visible (op);
1986 1972
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1989 1975
1990 if (door->type == DOOR) 1976 if (door->type == DOOR)
1991 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 */
1992 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1993 { 1979 {
1994 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);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1982 }
1997 1983
1998 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2004 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2005 } 1991 }
2006 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2007 { 1993 {
2008 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2009 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...");
2010 return 1; 1996 return 1;
2011 } 1997 }
2012 1998
2013 return 0; 1999 return 0;
2014} 2000}
2101 2087
2102 if (op->speed_left > 0.f) 2088 if (op->speed_left > 0.f)
2103 { 2089 {
2104 --op->speed_left; 2090 --op->speed_left;
2105 2091
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2092 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2108 2094
2109 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2096 make_visible (op);
2111 2097
2130 { 2116 {
2131 --op->speed_left; 2117 --op->speed_left;
2132 2118
2133 if (!op->contr->braced) 2119 if (!op->contr->braced)
2134 { 2120 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2137 } 2123 }
2138 else 2124 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2140 2126
2141 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2128 make_visible (op);
2143 2129
2144 return true; 2130 return true;
2283 return 0; 2269 return 0;
2284 2270
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2273 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2276
2291 if (op->contr) 2277 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2293 2279
2313/* 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
2314 * 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
2315 * 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
2316 * from. 2302 * from.
2317 */ 2303 */
2318void 2304static void
2319remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2320{ 2306{
2321 while (op) 2307 while (op)
2322 { 2308 {
2323 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' */
2324 2310
2328 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2329 2315
2330 op->insert_at (env); 2316 op->insert_at (env);
2331 } 2317 }
2332 else if (op->inv) 2318 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2334 2320
2335 op = next; 2321 op = next;
2336 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2337} 2330}
2338 2331
2339/* 2332/*
2340 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2430 else
2438 { 2431 {
2439 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 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 } 2434 }
2484 2435
2485 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2486 /* 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. */
2487 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2508 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);
2509 } 2460 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2511 } 2462 }
2512 2463
2464 if (op->stats.food > 0)
2465 {
2513 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2468 {
2518 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2470
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2521 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2522 op->stats.food--; 2478 op->stats.food--;
2479
2523 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2525 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))
2526 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2527 } 2485 }
2528 }
2529 2486
2530 if (max_hp > 1) 2487 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2488 {
2535 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
2536 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);
2537 } 2507 }
2538 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)
2539 { 2516 {
2540 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 }
2541 } 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);
2542 } 2542 }
2543 else 2543 else
2544 {
2545 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);
2546 } 2545 }
2547 } 2546 }
2548 2547
2549 /* Digestion */ 2548 /* Digestion */
2550 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2551 { 2550 {
2552 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);
2553 2553
2554 if (op->contr->gen_hp > 0)
2555 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);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2555
2559 /* dms do not consume food */ 2556 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2558 op->stats.food--;
2562 } 2559 }
2589 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.");
2590 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2591 } 2588 }
2592 } 2589 }
2593 2590
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2595 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2596 2596
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2598 kill_player (op);
2599 } 2599 }
2600} 2600}
2605 * file. 2605 * file.
2606 */ 2606 */
2607void 2607void
2608kill_player (object *op) 2608kill_player (object *op)
2609{ 2609{
2610 int x, y;
2610 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2612 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; 2613 int will_kill_again;
2622 archetype *at; 2614 archetype *at;
2623 object *tmp; 2615 object *tmp;
2624 2616
2625 if (save_life (op)) 2617 if (save_life (op))
2626 return; 2618 return;
2627
2628 2619
2629 /* 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
2630 * 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.
2631 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2623 */
2648 { 2639 {
2649 tmp->destroy (); 2640 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 } 2642 }
2652 2643
2653 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2656 op->stats.food = 999; 2647 op->stats.food = 999;
2657 2648
2658 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2651 {
2661 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2664 " 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",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2666 tmp->msg = buf; 2657 );
2667 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2670 } 2661 }
2671 2662
2678 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2679 2670
2680 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2681 2672
2682 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689 2675
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2691 2677
2692 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2693 x = op->x; 2679 x = op->x;
2694 y = op->y; 2680 y = op->y;
2695 map = op->map; 2681 map = op->map;
2858 { 2844 {
2859 tmp->destroy (); 2845 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 } 2847 }
2862 2848
2863 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2864 2850
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2868 op->stats.food = 900; 2854 op->stats.food = 900;
2872 2858
2873 /* 2859 /*
2874 * 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
2875 * and put them back in the map. 2861 * and put them back in the map.
2876 */ 2862 */
2877 remove_unpaid_objects (op->inv, op); 2863 op->drop_unpaid_items ();
2878 2864
2879 /****************************************/ 2865 /****************************************/
2880 /* */ 2866 /* */
2881 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
3022void 3008void
3023make_visible (object *op) 3009make_visible (object *op)
3024{ 3010{
3025 op->hide = 0; 3011 op->hide = 0;
3026 op->invisible = 0; 3012 op->invisible = 0;
3013
3027 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3028 { 3015 {
3029 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3031 } 3018 }
3044 3031
3045/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3034 * indicate greater hideability.
3048 */ 3035 */
3049
3050int 3036int
3051hideability (object *ob) 3037hideability (object *ob)
3052{ 3038{
3053 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3054 sint16 x, y; 3040 sint16 x, y;
3179 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3180 * 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
3181 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3172 * 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. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3174 * -b.t.
3189 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3190 */ 3176 */
3191
3192int 3177int
3193player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3194{ 3179{
3195 rv_vector rv; 3180 rv_vector rv;
3196 int dx, dy; 3181 int dx, dy;
3208 3193
3209 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3210 3195
3211 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3197 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3214 * a blocked los square. 3199 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3216 */ 3201 */
3217 while (op) 3202 while (op)
3218 { 3203 {
3221 3206
3222 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3223 * 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
3224 * for any meaningful values. 3209 * for any meaningful values.
3225 */ 3210 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !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)])
3229 return 1; 3214 return 1;
3215
3230 op = op->more; 3216 op = op->more;
3231 } 3217 }
3218
3232 return 0; 3219 return 0;
3233} 3220}
3234 3221
3235/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3226 * return 0.
3240 */ 3227 */
3241int 3228int
3242action_makes_visible (object *op) 3229action_makes_visible (object *op)
3243{ 3230{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3232 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3234 return 0;
3249 3235
3255 { 3241 {
3256 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");
3257 return 1; 3243 return 1;
3258 } 3244 }
3259 } 3245 }
3246
3260 return 0; 3247 return 0;
3261} 3248}
3262 3249
3263/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3251 * 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 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3257 */
3271int 3258int
3272op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3273{ 3260{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3261 /* 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), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3268 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3270 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 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))
3288 { 3275 {
3289 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3290 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))
3291 { 3278 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3280 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3282 {
3298 if (x != NULL && y != NULL) 3283 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3300 return 1; 3286 return 1;
3301 } 3287 }
3302 } 3288 }
3303 } 3289 }
3290
3304 if (x != NULL && y != NULL) 3291 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3306 return 1; 3294 return 1;
3307 } 3295 }
3308 } 3296 }
3309 } 3297 }
3298
3310 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3311 return 0; 3300 return 0;
3312} 3301}
3313 3302
3314/* 3303/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3320 int i = 0, j = 0;
3332 3321
3333 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3331
3343 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3344 return; 3333 return;
3345 3334
3346 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++);
3505 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))
3506 return 0; 3495 return 0;
3507 3496
3508 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3509} 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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