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Comparing deliantra/server/server/player.C (file contents):
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 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
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
302} 285}
303 286
304void 287void
305player::disconnect () 288player::disconnect ()
306{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
307 if (ns) 296 if (ns)
308 { 297 {
309 if (active) 298 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 300
314 ns->reset_stats (); 303 ns->reset_stats ();
315 ns->pl = 0; 304 ns->pl = 0;
316 ns = 0; 305 ns = 0;
317 } 306 }
318 307
319 if (ob) 308 observe = ob;
320 ob->close_container (); //TODO: client-specific
321 309
322 deactivate (); 310 deactivate ();
323} 311}
324 312
325// the need for this function can be explained 313// the need for this function can be explained
326// by load_object not returning the object 314// by load_object not returning the object
327void 315void
328player::set_object (object *op) 316player::set_object (object *op)
329{ 317{
330 ob = op; 318 ob = observe = op;
331 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
332 320
333 ob->speed = 1.0f; 321 ob->speed = 1.0f;
334 ob->speed_left = 0.5f; 322 ob->speed_left = 0.5f;
335 323
336 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
337} 332}
338 333
339player::player () 334player::player ()
340{ 335{
341 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
369 if (ob) 364 if (ob)
370 { 365 {
371 ob->destroy_inv (false); 366 ob->destroy_inv (false);
372 ob->destroy (); 367 ob->destroy ();
373 } 368 }
369
370 ob = observe = 0;
374} 371}
375 372
376player::~player () 373player::~player ()
377{ 374{
378 /* Clear item stack */ 375 /* Clear item stack */
405 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
406 */ 403 */
407archetype * 404archetype *
408get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
409{ 406{
410 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
411 408
412 for (;;) 409 for (;;)
413 { 410 {
414 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
415 at = first_archetype; 412 i = archetypes.begin ();
416 else 413 else if (*i == at)
417 at = at->next; 414 cleanup ("not a single player archetype found");
418 415
419 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
420 return at; 417 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 418 }
428} 419}
429 420
430object * 421object *
431get_nearest_player (object *mon) 422get_nearest_player (object *mon)
435 unsigned lastdist; 426 unsigned lastdist;
436 rv_vector rv; 427 rv_vector rv;
437 428
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 430 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 432 continue;
469 433
470 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
471 { 435 {
921 if (*first_map_ext_path) 885 if (*first_map_ext_path)
922 { 886 {
923 object *tmp; 887 object *tmp;
924 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
925 889
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
927 tmp = object::create (); 891 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
950 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
951 915
952 ob->remove_statbonus (); 916 ob->remove_statbonus ();
953 ob->remove (); 917 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
956 ob->instantiate (); 920 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
959 ob->x = x; 923 ob->x = x;
960 ob->y = y; 924 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 928 ob->add_statbonus ();
965 } 929 }
966 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
967 931
968 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1113 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else 1080 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 1083
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1085 }
1122 1086
1123 /* philosophy: 1087 /* philosophy:
1198 pick_up (op, tmp); 1162 pick_up (op, tmp);
1199 continue; 1163 continue;
1200 } 1164 }
1201 1165
1202 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1204 { 1168 {
1205 pick_up (op, tmp); 1169 pick_up (op, tmp);
1206 continue; 1170 continue;
1207 } 1171 }
1208 1172
1316 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1282 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1284 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1287 {
1324 pick_up (op, tmp); 1288 pick_up (op, tmp);
1325 continue; 1289 continue;
1326 } 1290 }
1327 } 1291 }
1328 1292
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1294 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1332 { 1296 {
1333 pick_up (op, tmp); 1297 pick_up (op, tmp);
1334 continue; 1298 continue;
1335 } 1299 }
1336 } 1300 }
1361 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1362 { 1326 {
1363 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1364 } 1328 }
1365 else 1329 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1369#endif 1333#endif
1370 continue; 1334 continue;
1371 } 1335 }
1441 else 1405 else
1442 { 1406 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1408 {
1445 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1448 { 1412 {
1449 tmp = arrow; 1413 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1451 } 1415 }
1452 } 1416 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1418 {
1455 tmp = arrow; 1419 tmp = arrow;
1693 1657
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1661
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1700 1664
1701 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1666 move_arrow (arrow);
1703 1667
1781 1745
1782 if (item->type == WAND) 1746 if (item->type == WAND)
1783 { 1747 {
1784 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1785 { 1749 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788 1752
1789 return; 1753 return;
1790 } 1754 }
1791 } 1755 }
1792 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1793 { 1757 {
1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1795 { 1759 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1797 1761
1798 if (item->type == ROD) 1762 if (item->type == ROD)
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1764 else
1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 object *tmp; 1778 object *tmp;
1815 1779
1816 if (item->arch) 1780 if (item->arch)
1817 { 1781 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1820 item->set_speed (0); 1784 item->set_speed (0);
1821 } 1785 }
1822 1786
1823 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1824 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1990 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1991 if (key) 1955 if (key)
1992 { 1956 {
1993 object *container = key->env; 1957 object *container = key->env;
1994 1958
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1998 make_visible (op); 1960 make_visible (op);
1999 1961
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
2002 1964
2003 if (door->type == DOOR) 1965 if (door->type == DOOR)
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
2006 { 1968 {
2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1971 }
2010 1972
2011 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2017 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2018 } 1980 }
2019 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2020 { 1982 {
2021 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2023 return 1; 1985 return 1;
2024 } 1986 }
2025 1987
2026 return 0; 1988 return 0;
2027} 1989}
2114 2076
2115 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2116 { 2078 {
2117 --op->speed_left; 2079 --op->speed_left;
2118 2080
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2121 2083
2122 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op); 2085 make_visible (op);
2124 2086
2143 { 2105 {
2144 --op->speed_left; 2106 --op->speed_left;
2145 2107
2146 if (!op->contr->braced) 2108 if (!op->contr->braced)
2147 { 2109 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2150 } 2112 }
2151 else 2113 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2153 2115
2154 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2117 make_visible (op);
2156 2118
2157 return true; 2119 return true;
2296 return 0; 2258 return 0;
2297 2259
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2300 { 2262 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2265
2304 if (op->contr) 2266 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2306 2268
2326/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2327 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2328 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2329 * from. 2291 * from.
2330 */ 2292 */
2331void 2293static void
2332remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2333{ 2295{
2334 while (op) 2296 while (op)
2335 { 2297 {
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337 2299
2341 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2342 2304
2343 op->insert_at (env); 2305 op->insert_at (env);
2344 } 2306 }
2345 else if (op->inv) 2307 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2347 2309
2348 op = next; 2310 op = next;
2349 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2350} 2319}
2351 2320
2352/* 2321/*
2353 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2419 else
2451 { 2420 {
2452 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2423 }
2497 2424
2498 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2521 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2522 } 2449 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2524 } 2451 }
2525 2452
2453 if (op->stats.food > 0)
2454 {
2526 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2457 {
2531 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2459
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2534 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2535 op->stats.food--; 2467 op->stats.food--;
2468
2536 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2539 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2540 } 2474 }
2541 }
2542 2475
2543 if (max_hp > 1) 2476 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2477 {
2548 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2549 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2550 } 2496 }
2551 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2552 { 2505 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2554 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2531 }
2556 else 2532 else
2557 {
2558 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2534 }
2560 } 2535 }
2561 2536
2562 /* Digestion */ 2537 /* Digestion */
2563 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2564 { 2539 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2566 2542
2567 if (op->contr->gen_hp > 0)
2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2544
2572 /* dms do not consume food */ 2545 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2574 op->stats.food--; 2547 op->stats.food--;
2575 } 2548 }
2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2603 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2604 } 2577 }
2605 } 2578 }
2606 2579
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2608 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2609 2585
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2611 kill_player (op); 2587 kill_player (op);
2612 } 2588 }
2613} 2589}
2618 * file. 2594 * file.
2619 */ 2595 */
2620void 2596void
2621kill_player (object *op) 2597kill_player (object *op)
2622{ 2598{
2599 int x, y;
2623 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2624 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2602 int will_kill_again;
2635 archetype *at; 2603 archetype *at;
2636 object *tmp; 2604 object *tmp;
2637 2605
2638 if (save_life (op)) 2606 if (save_life (op))
2639 return; 2607 return;
2640
2641 2608
2642 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2643 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2644 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2612 */
2661 { 2628 {
2662 tmp->destroy (); 2629 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 } 2631 }
2665 2632
2666 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2669 op->stats.food = 999; 2636 op->stats.food = 999;
2670 2637
2671 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2673 { 2640 {
2674 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2677 " the %s, when he was defeated at\n level %d by %s.\n", 2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2679 tmp->msg = buf; 2646 );
2680 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2682 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2683 } 2650 }
2684 2651
2691 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2692 2659
2693 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2694 2661
2695 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702 2664
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2704 2666
2705 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2706 x = op->x; 2668 x = op->x;
2707 y = op->y; 2669 y = op->y;
2708 map = op->map; 2670 map = op->map;
2871 { 2833 {
2872 tmp->destroy (); 2834 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 } 2836 }
2875 2837
2876 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2877 2839
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2880 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2881 op->stats.food = 900; 2843 op->stats.food = 900;
2885 2847
2886 /* 2848 /*
2887 * Check to see if the player has any unpaid items. If so, remove them 2849 * Check to see if the player has any unpaid items. If so, remove them
2888 * and put them back in the map. 2850 * and put them back in the map.
2889 */ 2851 */
2890 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2891 2853
2892 /****************************************/ 2854 /****************************************/
2893 /* */ 2855 /* */
2894 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3035void 2997void
3036make_visible (object *op) 2998make_visible (object *op)
3037{ 2999{
3038 op->hide = 0; 3000 op->hide = 0;
3039 op->invisible = 0; 3001 op->invisible = 0;
3002
3040 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3041 { 3004 {
3042 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3044 } 3007 }
3047} 3010}
3048 3011
3049int 3012int
3050is_true_undead (object *op) 3013is_true_undead (object *op)
3051{ 3014{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3053 return 1; 3016 return 1;
3054 3017
3055 return 0; 3018 return 0;
3056} 3019}
3057 3020
3058/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 3023 * indicate greater hideability.
3061 */ 3024 */
3062
3063int 3025int
3064hideability (object *ob) 3026hideability (object *ob)
3065{ 3027{
3066 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3067 sint16 x, y; 3029 sint16 x, y;
3192 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3193 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3194 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3200 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3201 * -b.t. 3163 * -b.t.
3202 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3203 */ 3165 */
3204
3205int 3166int
3206player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3207{ 3168{
3208 rv_vector rv; 3169 rv_vector rv;
3209 int dx, dy; 3170 int dx, dy;
3221 3182
3222 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3223 3184
3224 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3186 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3227 * a blocked los square. 3188 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3229 */ 3190 */
3230 while (op) 3191 while (op)
3231 { 3192 {
3232 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3234 3195
3235 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3236 * code, so we need to restrict ourselves to that range of values 3197 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values. 3198 * for any meaningful values.
3238 */ 3199 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 3203 return 1;
3204
3243 op = op->more; 3205 op = op->more;
3244 } 3206 }
3207
3245 return 0; 3208 return 0;
3246} 3209}
3247 3210
3248/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3252 * return 0. 3215 * return 0.
3253 */ 3216 */
3254int 3217int
3255action_makes_visible (object *op) 3218action_makes_visible (object *op)
3256{ 3219{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 { 3221 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0; 3223 return 0;
3262 3224
3268 { 3230 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3270 return 1; 3232 return 1;
3271 } 3233 }
3272 } 3234 }
3235
3273 return 0; 3236 return 0;
3274} 3237}
3275 3238
3276/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3282 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3283 */ 3246 */
3284int 3247int
3285op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3286{ 3249{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3290 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3257 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3298 { 3259 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3300 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3261 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3301 { 3264 {
3302 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3303 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3304 { 3267 {
3305 object *invtmp;
3306
3307 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3308 { 3269 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3310 { 3271 {
3311 if (x != NULL && y != NULL) 3272 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3313 return 1; 3275 return 1;
3314 } 3276 }
3315 } 3277 }
3316 } 3278 }
3279
3317 if (x != NULL && y != NULL) 3280 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3319 return 1; 3283 return 1;
3320 } 3284 }
3321 } 3285 }
3322 } 3286 }
3287
3323 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3324 return 0; 3289 return 0;
3325} 3290}
3326 3291
3327/* 3292/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3309 int i = 0, j = 0;
3345 3310
3346 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3320
3356 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3357 return; 3322 return;
3358 3323
3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3364 return; 3329 return;
3365 } 3330 }
3366 3331
3367 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3333 item = tr->item;
3369 3334
3370 if (item->type == SPELL) 3335 if (item->type == SPELL)
3371 { 3336 {
3372 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3373 return; 3338 return;
3432 { 3397 {
3433 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3399 object *skin;
3435 3400
3436 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3439 ; 3403 ;
3440 3404
3441 if (!skin) 3405 if (!skin)
3442 return; 3406 return;
3443 3407
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0; 3484 return 0;
3521 3485
3522 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3523} 3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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