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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 1.178 by root, Sat Jan 5 06:11:28 2008 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 {
655} 633}
656 634
657void 635void
658give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
659{ 637{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 638 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 640
665 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
666 { 642 {
667 next = op->below; 643 next = op->below;
668 644
669 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
670 * 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
712 if (op->nrof > 1) 688 if (op->nrof > 1)
713 op->nrof = 1; 689 op->nrof = 1;
714 } 690 }
715 691
716 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 694
721 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 697 * merged properly.
724 */ 698 */
854static void 828static void
855start_info (object *op) 829start_info (object *op)
856{ 830{
857 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
858 832
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 835}
864 836
865/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1030 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1031 return 1; 1003 return 1;
1032 1004
1033 next = op->below; 1005 next = op->below;
1034 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1035 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 1011 * destroyed */
1037 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1038 { 1013 {
1039 tmp = next; 1014 tmp = next;
1040 next = tmp->below; 1015 next = tmp->below;
1041 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1042 if (op->destroyed ()) 1023 if (op->destroyed ())
1043 return 0; 1024 return 0;
1044 1025
1045 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1046 continue; 1027 continue;
1047 1028
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1030 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1052 continue; 1033 continue;
1053 } 1034 }
1054 1035
1055 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1039 switch (op->contr->mode)
1059 { 1040 {
1060 case 0: 1041 case 0:
1061 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1062 case 1: 1043 case 1:
1063 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1064 return 1; 1045 return 1;
1065 case 2: 1046 case 2:
1066 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1067 return 0; 1048 return 0;
1068 case 3: 1049 case 3:
1069 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1070 case 4: 1051 case 4:
1071 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1072 break; 1053 break;
1073 case 5: 1054 case 5:
1074 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1075 stop = 1; 1056 stop = 1;
1076 break; 1057 break;
1077 case 6: 1058 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1080 break; 1062 break;
1081 1063
1082 case 7: 1064 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1085 break; 1067 break;
1086 1068
1087 default: 1069 default:
1088 /* use value density */ 1070 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1092 } 1074 }
1093 } 1075 }
1094 else 1076 else
1095 { /* old model */ 1077 { /* old model */
1096 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1151 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1155 { 1137 {
1156 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1157 continue; 1139 continue;
1158 } 1140 }
1159 1141
1160 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1144 {
1163 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1164 continue; 1146 continue;
1165 } 1147 }
1166 1148
1167 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1169 { 1151 {
1170 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1171 continue; 1153 continue;
1172 } 1154 }
1173 1155
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1177 { 1159 {
1178 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1179 continue; 1161 continue;
1180 } 1162 }
1181 1163
1182 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1184 { 1166 {
1185 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1186 continue; 1168 continue;
1187 } 1169 }
1188 1170
1189 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1173 {
1192 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1193 continue; 1175 continue;
1194 } 1176 }
1195 1177
1196 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1181 {
1200 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1201 continue; 1183 continue;
1202 } 1184 }
1203 1185
1204 /* pick up all magical items */ 1186 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1189 {
1208 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1209 continue; 1191 continue;
1210 } 1192 }
1211 1193
1212 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1213 { 1195 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1197 {
1216 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1217 continue; 1199 continue;
1218 } 1200 }
1219 } 1201 }
1220 1202
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1206 {
1225 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1226 continue; 1208 continue;
1227 } 1209 }
1228 1210
1229 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1232 { 1214 {
1233 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1234 continue; 1216 continue;
1235 } 1217 }
1236 1218
1237 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1240 { 1222 {
1241 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1242 continue; 1224 continue;
1243 } 1225 }
1244 1226
1245 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1247 { 1229 {
1248 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1249 continue; 1231 continue;
1250 } 1232 }
1251 1233
1252 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1255 { 1237 {
1256 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1257 continue; 1239 continue;
1258 } 1240 }
1259 1241
1260 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1262 { 1244 {
1263 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1264 continue; 1246 continue;
1265 } 1247 }
1266 1248
1267 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1269 { 1251 {
1270 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1271 continue; 1253 continue;
1272 } 1254 }
1273 1255
1274 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1276 { 1258 {
1277 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1278 continue; 1260 continue;
1279 } 1261 }
1280 1262
1281 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1283 { 1265 {
1284 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1285 continue; 1267 continue;
1286 } 1268 }
1287 1269
1288 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1290 { 1272 {
1291 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1292 continue; 1274 continue;
1293 } 1275 }
1294 1276
1295 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1280 {
1299 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1300 continue; 1282 continue;
1301 } 1283 }
1302 1284
1303 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1289 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1292 {
1311 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1312 continue; 1294 continue;
1313 } 1295 }
1314 } 1296 }
1315 1297
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1299 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1301 {
1320 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1321 continue; 1303 continue;
1322 } 1304 }
1323 } 1305 }
1324 } 1306 }
1325 1307
1326 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1311 {
1330 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1331 continue; 1313 continue;
1332 } 1314 }
1333 1315
1334 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1317 * pickups */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=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 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 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) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 { 1326 {
1345 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1346#if 0 1328#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1349 { 1331 {
1350 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1369 * found object is returned. 1351 * found object is returned.
1370 */ 1352 */
1371object * 1353object *
1372find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1373{ 1355{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1380 return op; 1365 return arrow;
1366 }
1381 1367
1382 return tmp; 1368 return 0;
1383} 1369}
1384 1370
1385/* 1371/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1680 1666
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1670
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1672 m->insert (arrow, sx, sy, op);
1687 1673
1688 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1675 move_arrow (arrow);
1690 1676
1768 1754
1769 if (item->type == WAND) 1755 if (item->type == WAND)
1770 { 1756 {
1771 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
1772 { 1758 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 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)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1761
1776 return; 1762 return;
1777 } 1763 }
1778 } 1764 }
1779 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
1780 { 1766 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782 { 1768 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1784 1770
1785 if (item->type == ROD) 1771 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)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1773 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 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 */ 1963 /* If we found a key, do some extra work */
1978 if (key) 1964 if (key)
1979 { 1965 {
1980 object *container = key->env; 1966 object *container = key->env;
1981 1967
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
1985 make_visible (op); 1969 make_visible (op);
1986 1970
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1989 1973
1990 if (door->type == DOOR) 1974 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
1993 { 1977 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1980 }
1997 1981
1998 /* Do this after we print the message */ 1982 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2004 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2005 } 1989 }
2006 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
2007 { 1991 {
2008 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1994 return 1;
2011 } 1995 }
2012 1996
2013 return 0; 1997 return 0;
2014} 1998}
2101 2085
2102 if (op->speed_left > 0.f) 2086 if (op->speed_left > 0.f)
2103 { 2087 {
2104 --op->speed_left; 2088 --op->speed_left;
2105 2089
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2090 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2108 2092
2109 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2094 make_visible (op);
2111 2095
2130 { 2114 {
2131 --op->speed_left; 2115 --op->speed_left;
2132 2116
2133 if (!op->contr->braced) 2117 if (!op->contr->braced)
2134 { 2118 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2137 } 2121 }
2138 else 2122 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2140 2124
2141 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2126 make_visible (op);
2143 2127
2144 return true; 2128 return true;
2283 return 0; 2267 return 0;
2284 2268
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2271 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 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)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2274
2291 if (op->contr) 2275 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2293 2277
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* 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 2298 * 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 2299 * function will descend into containers. op is the object to start the search
2316 * from. 2300 * from.
2317 */ 2301 */
2318void 2302static void
2319remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2320{ 2304{
2321 while (op) 2305 while (op)
2322 { 2306 {
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324 2308
2328 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2329 2313
2330 op->insert_at (env); 2314 op->insert_at (env);
2331 } 2315 }
2332 else if (op->inv) 2316 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2334 2318
2335 op = next; 2319 op = next;
2336 } 2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2337} 2328}
2338 2329
2339/* 2330/*
2340 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2428 else
2438 { 2429 {
2439 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 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 } 2432 }
2484 2433
2485 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2458 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2511 } 2460 }
2512 2461
2462 if (op->stats.food > 0)
2463 {
2513 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2466 {
2518 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2468
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2521 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2522 op->stats.food--; 2476 op->stats.food--;
2477
2523 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2527 } 2483 }
2528 }
2529 2484
2530 if (max_hp > 1) 2485 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2486 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2536 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2505 }
2538 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2539 { 2514 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2541 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2540 }
2543 else 2541 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2543 }
2547 } 2544 }
2548 2545
2549 /* Digestion */ 2546 /* Digestion */
2550 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2551 { 2548 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2549 int bonus = max (0, op->contr->digestion),
2550 penalty = max (0, -op->contr->digestion);
2553 2551
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 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 2553
2559 /* dms do not consume food */ 2554 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2556 op->stats.food--;
2562 } 2557 }
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2590 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2591 } 2586 }
2592 } 2587 }
2593 2588
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0)
2595 op->stats.food++, op->stats.hp--; 2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2596 2594
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2596 kill_player (op);
2599 } 2597 }
2600} 2598}
2605 * file. 2603 * file.
2606 */ 2604 */
2607void 2605void
2608kill_player (object *op) 2606kill_player (object *op)
2609{ 2607{
2608 int x, y;
2610 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2610 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; 2611 int will_kill_again;
2622 archetype *at; 2612 archetype *at;
2623 object *tmp; 2613 object *tmp;
2624 2614
2625 if (save_life (op)) 2615 if (save_life (op))
2626 return; 2616 return;
2627
2628 2617
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* 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. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2621 */
2648 { 2637 {
2649 tmp->destroy (); 2638 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 } 2640 }
2652 2641
2653 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2656 op->stats.food = 999; 2645 op->stats.food = 999;
2657 2646
2658 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2649 {
2661 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2664 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "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); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2666 tmp->msg = buf; 2655 );
2667 tmp->value = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2657 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2658 tmp->insert_at (op, tmp);
2670 } 2659 }
2671 2660
2678 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2679 2668
2680 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2681 2670
2682 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689 2673
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2674 op->contr->play_sound (sound_find ("player_dies"));
2691 2675
2692 /* save the map location for corpse, gravestone */ 2676 /* save the map location for corpse, gravestone */
2693 x = op->x; 2677 x = op->x;
2694 y = op->y; 2678 y = op->y;
2695 map = op->map; 2679 map = op->map;
2858 { 2842 {
2859 tmp->destroy (); 2843 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 } 2845 }
2862 2846
2863 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2864 2848
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
2868 op->stats.food = 900; 2852 op->stats.food = 900;
2872 2856
2873 /* 2857 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2858 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2859 * and put them back in the map.
2876 */ 2860 */
2877 remove_unpaid_objects (op->inv, op); 2861 op->drop_unpaid_items ();
2878 2862
2879 /****************************************/ 2863 /****************************************/
2880 /* */ 2864 /* */
2881 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
3022void 3006void
3023make_visible (object *op) 3007make_visible (object *op)
3024{ 3008{
3025 op->hide = 0; 3009 op->hide = 0;
3026 op->invisible = 0; 3010 op->invisible = 0;
3011
3027 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3028 { 3013 {
3029 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3031 } 3016 }
3044 3029
3045/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3032 * indicate greater hideability.
3048 */ 3033 */
3049
3050int 3034int
3051hideability (object *ob) 3035hideability (object *ob)
3052{ 3036{
3053 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3054 sint16 x, y; 3038 sint16 x, y;
3179 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3172 * -b.t.
3189 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3190 */ 3174 */
3191
3192int 3175int
3193player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3194{ 3177{
3195 rv_vector rv; 3178 rv_vector rv;
3196 int dx, dy; 3179 int dx, dy;
3208 3191
3209 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3210 3193
3211 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3195 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3214 * a blocked los square. 3197 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3216 */ 3199 */
3217 while (op) 3200 while (op)
3218 { 3201 {
3221 3204
3222 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values. 3207 * for any meaningful values.
3225 */ 3208 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3212 return 1;
3213
3230 op = op->more; 3214 op = op->more;
3231 } 3215 }
3216
3232 return 0; 3217 return 0;
3233} 3218}
3234 3219
3235/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3224 * return 0.
3240 */ 3225 */
3241int 3226int
3242action_makes_visible (object *op) 3227action_makes_visible (object *op)
3243{ 3228{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3230 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3232 return 0;
3249 3233
3255 { 3239 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1; 3241 return 1;
3258 } 3242 }
3259 } 3243 }
3244
3260 return 0; 3245 return 0;
3261} 3246}
3262 3247
3263/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3249 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3255 */
3271int 3256int
3272op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3273{ 3258{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3266 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3268 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3273 {
3289 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3276 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3278 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3280 {
3298 if (x != NULL && y != NULL) 3281 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3300 return 1; 3284 return 1;
3301 } 3285 }
3302 } 3286 }
3303 } 3287 }
3288
3304 if (x != NULL && y != NULL) 3289 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3306 return 1; 3292 return 1;
3307 } 3293 }
3308 } 3294 }
3309 } 3295 }
3296
3310 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3311 return 0; 3298 return 0;
3312} 3299}
3313 3300
3314/* 3301/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3318 int i = 0, j = 0;
3332 3319
3333 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3329
3343 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3344 return; 3331 return;
3345 3332
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 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)) 3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3493 return 0;
3507 3494
3508 return 100 - blocked_los [x][y]; 3495 return 100 - blocked_los [x][y];
3509} 3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

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