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Comparing deliantra/server/server/player.C (file contents):
Revision 1.146 by root, Sun Jun 3 17:05:36 2007 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC

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 Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 193
207 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
208 208
209 ns->update_look = 0; 209 ns->update_look = 0;
210 ns->look_position = 0; 210 ns->look_position = 0;
211 211
212 clear_los (ob); 212 clear_los (this);
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
288} 285}
289 286
290void 287void
291player::disconnect () 288player::disconnect ()
292{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
293 if (ns) 296 if (ns)
294 { 297 {
295 if (active) 298 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 300
300 ns->reset_stats (); 303 ns->reset_stats ();
301 ns->pl = 0; 304 ns->pl = 0;
302 ns = 0; 305 ns = 0;
303 } 306 }
304 307
305 if (ob) 308 observe = ob;
306 ob->close_container (); //TODO: client-specific
307 309
308 deactivate (); 310 deactivate ();
309} 311}
310 312
311// the need for this function can be explained 313// the need for this function can be explained
324 326
325void 327void
326player::set_observe (object *op) 328player::set_observe (object *op)
327{ 329{
328 observe = op ? op : ob; 330 observe = op ? op : ob;
331 do_los = 1;
329} 332}
330 333
331player::player () 334player::player ()
332{ 335{
333 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
361 if (ob) 364 if (ob)
362 { 365 {
363 ob->destroy_inv (false); 366 ob->destroy_inv (false);
364 ob->destroy (); 367 ob->destroy ();
365 } 368 }
369
370 ob = observe = 0;
366} 371}
367 372
368player::~player () 373player::~player ()
369{ 374{
370 /* Clear item stack */ 375 /* Clear item stack */
397 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
398 */ 403 */
399archetype * 404archetype *
400get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
401{ 406{
402 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
403 408
404 for (;;) 409 for (;;)
405 { 410 {
406 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
407 at = first_archetype; 412 i = archetypes.begin ();
408 else 413 else if (*i == at)
409 at = at->next; 414 cleanup ("not a single player archetype found");
410 415
411 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
412 return at; 417 return *i;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 } 418 }
420} 419}
421 420
422object * 421object *
423get_nearest_player (object *mon) 422get_nearest_player (object *mon)
427 unsigned lastdist; 426 unsigned lastdist;
428 rv_vector rv; 427 rv_vector rv;
429 428
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 430 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 432 continue;
461 433
462 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
463 { 435 {
913 if (*first_map_ext_path) 885 if (*first_map_ext_path)
914 { 886 {
915 object *tmp; 887 object *tmp;
916 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
917 889
918 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);
919 tmp = object::create (); 891 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
923 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;
942 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
943 915
944 ob->remove_statbonus (); 916 ob->remove_statbonus ();
945 ob->remove (); 917 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
948 ob->instantiate (); 920 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
951 ob->x = x; 923 ob->x = x;
952 ob->y = y; 924 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 928 ob->add_statbonus ();
957 } 929 }
958 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
959 931
960 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &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))));
1108 else 1080 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &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))));
1111 1083
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1085 }
1114 1086
1115 /* philosophy: 1087 /* philosophy:
1190 pick_up (op, tmp); 1162 pick_up (op, tmp);
1191 continue; 1163 continue;
1192 } 1164 }
1193 1165
1194 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1168 {
1197 pick_up (op, tmp); 1169 pick_up (op, tmp);
1198 continue; 1170 continue;
1199 } 1171 }
1200 1172
1308 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1282 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1284 {
1313 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 &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1287 {
1316 pick_up (op, tmp); 1288 pick_up (op, tmp);
1317 continue; 1289 continue;
1318 } 1290 }
1319 } 1291 }
1320 1292
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1294 {
1323 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)
1324 { 1296 {
1325 pick_up (op, tmp); 1297 pick_up (op, tmp);
1326 continue; 1298 continue;
1327 } 1299 }
1328 } 1300 }
1353 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1354 { 1326 {
1355 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1356 } 1328 }
1357 else 1329 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1360 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))));
1361#endif 1333#endif
1362 continue; 1334 continue;
1363 } 1335 }
1433 else 1405 else
1434 { 1406 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1408 {
1437 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 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)
1440 { 1412 {
1441 tmp = arrow; 1413 tmp = arrow;
1442 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;
1443 } 1415 }
1444 } 1416 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1418 {
1447 tmp = arrow; 1419 tmp = arrow;
1685 1657
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1661
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1692 1664
1693 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1666 move_arrow (arrow);
1695 1667
1773 1745
1774 if (item->type == WAND) 1746 if (item->type == WAND)
1775 { 1747 {
1776 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1777 { 1749 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1779 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));
1780 1752
1781 return; 1753 return;
1782 } 1754 }
1783 } 1755 }
1784 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1785 { 1757 {
1786 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))
1787 { 1759 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1789 1761
1790 if (item->type == ROD) 1762 if (item->type == ROD)
1791 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));
1792 else 1764 else
1793 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));
1806 object *tmp; 1778 object *tmp;
1807 1779
1808 if (item->arch) 1780 if (item->arch)
1809 { 1781 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1812 item->set_speed (0); 1784 item->set_speed (0);
1813 } 1785 }
1814 1786
1815 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1982 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1983 if (key) 1955 if (key)
1984 { 1956 {
1985 object *container = key->env; 1957 object *container = key->env;
1986 1958
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1990 make_visible (op); 1960 make_visible (op);
1991 1961
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1994 1964
1995 if (door->type == DOOR) 1965 if (door->type == DOOR)
1996 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 */
1997 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
1998 { 1968 {
1999 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);
2000 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
2001 } 1971 }
2002 1972
2003 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2009 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2010 } 1980 }
2011 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2012 { 1982 {
2013 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2014 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...");
2015 return 1; 1985 return 1;
2016 } 1986 }
2017 1987
2018 return 0; 1988 return 0;
2019} 1989}
2106 2076
2107 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2108 { 2078 {
2109 --op->speed_left; 2079 --op->speed_left;
2110 2080
2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2112 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2113 2083
2114 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2115 make_visible (op); 2085 make_visible (op);
2116 2086
2135 { 2105 {
2136 --op->speed_left; 2106 --op->speed_left;
2137 2107
2138 if (!op->contr->braced) 2108 if (!op->contr->braced)
2139 { 2109 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2142 } 2112 }
2143 else 2113 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2145 2115
2146 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2117 make_visible (op);
2148 2118
2149 return true; 2119 return true;
2288 return 0; 2258 return 0;
2289 2259
2290 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2292 { 2262 {
2293 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2294 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));
2295 2265
2296 if (op->contr) 2266 if (op->contr)
2297 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2298 2268
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2291 * from.
2322 */ 2292 */
2323void 2293static void
2324remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2325{ 2295{
2326 while (op) 2296 while (op)
2327 { 2297 {
2328 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' */
2329 2299
2333 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2334 2304
2335 op->insert_at (env); 2305 op->insert_at (env);
2336 } 2306 }
2337 else if (op->inv) 2307 else if (op->inv)
2338 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2339 2309
2340 op = next; 2310 op = next;
2341 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2342} 2319}
2343 2320
2344/* 2321/*
2345 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2346 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2442 else 2419 else
2443 { 2420 {
2444 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446 }
2447
2448 /* Regenerate Spell Points */
2449 if (!op->contr->golem && --op->last_sp < 0)
2450 {
2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452 if (op->stats.sp < op->stats.maxsp)
2453 {
2454 op->stats.sp++;
2455 /* dms do not consume food */
2456 if (!QUERY_FLAG (op, FLAG_WIZ))
2457 {
2458 op->stats.food--;
2459 if (op->contr->digestion < 0)
2460 op->stats.food += op->contr->digestion;
2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462 op->stats.food = last_food;
2463 }
2464 }
2465
2466 if (max_sp > 1)
2467 {
2468 over_sp = (gen_sp + 10) / rate_sp;
2469 if (over_sp > 0)
2470 {
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476 op->stats.sp--;
2477
2478 if (op->stats.sp > op->stats.maxsp)
2479 op->stats.sp = op->stats.maxsp;
2480 }
2481 op->last_sp = 0;
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 } 2423 }
2489 2424
2490 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2491 /* 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. */
2492 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2513 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);
2514 } 2449 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2516 } 2451 }
2517 2452
2453 if (op->stats.food > 0)
2454 {
2518 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2519 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2520 {
2521 if (op->stats.hp < op->stats.maxhp)
2522 { 2457 {
2523 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2524 /* dms do not consume food */ 2459
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2526 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2527 op->stats.food--; 2467 op->stats.food--;
2468
2528 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2530 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))
2531 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2532 } 2474 }
2533 }
2534 2475
2535 if (max_hp > 1) 2476 if (max_sp > 1)
2536 {
2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538 if (over_hp > 0)
2539 { 2477 {
2540 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
2541 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);
2542 } 2496 }
2543 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)
2544 { 2505 {
2545 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 }
2546 } 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);
2547 } 2531 }
2548 else 2532 else
2549 {
2550 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);
2551 } 2534 }
2552 } 2535 }
2553 2536
2554 /* Digestion */ 2537 /* Digestion */
2555 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2556 { 2539 {
2557 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);
2558 2542
2559 if (op->contr->gen_hp > 0)
2560 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);
2561 else
2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563 2544
2564 /* dms do not consume food */ 2545 /* dms do not consume food */
2565 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2566 op->stats.food--; 2547 op->stats.food--;
2567 } 2548 }
2594 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.");
2595 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2596 } 2577 }
2597 } 2578 }
2598 2579
2599 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2600 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2601 2585
2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2603 kill_player (op); 2587 kill_player (op);
2604 } 2588 }
2605} 2589}
2610 * file. 2594 * file.
2611 */ 2595 */
2612void 2596void
2613kill_player (object *op) 2597kill_player (object *op)
2614{ 2598{
2599 int x, y;
2615 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2616 int x, y;
2617
2618 //int i;
2619 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2620
2621 /* int z;
2622 int num_stats_lose;
2623 int lost_a_stat;
2624 int lose_this_stat;
2625 int this_stat; */
2626 int will_kill_again; 2602 int will_kill_again;
2627 archetype *at; 2603 archetype *at;
2628 object *tmp; 2604 object *tmp;
2629 2605
2630 if (save_life (op)) 2606 if (save_life (op))
2631 return; 2607 return;
2632
2633 2608
2634 /* 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
2635 * 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.
2636 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2612 */
2653 { 2628 {
2654 tmp->destroy (); 2629 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 } 2631 }
2657 2632
2658 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2661 op->stats.food = 999; 2636 op->stats.food = 999;
2662 2637
2663 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2640 {
2666 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2669 " 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",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2671 tmp->msg = buf; 2646 );
2672 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2675 } 2650 }
2676 2651
2683 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2684 2659
2685 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2686 2661
2687 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2664
2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2696 2666
2697 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2698 x = op->x; 2668 x = op->x;
2699 y = op->y; 2669 y = op->y;
2700 map = op->map; 2670 map = op->map;
2863 { 2833 {
2864 tmp->destroy (); 2834 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 } 2836 }
2867 2837
2868 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2869 2839
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2873 op->stats.food = 900; 2843 op->stats.food = 900;
2877 2847
2878 /* 2848 /*
2879 * 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
2880 * and put them back in the map. 2850 * and put them back in the map.
2881 */ 2851 */
2882 remove_unpaid_objects (op->inv, op); 2852 op->drop_unpaid_items ();
2883 2853
2884 /****************************************/ 2854 /****************************************/
2885 /* */ 2855 /* */
2886 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
3027void 2997void
3028make_visible (object *op) 2998make_visible (object *op)
3029{ 2999{
3030 op->hide = 0; 3000 op->hide = 0;
3031 op->invisible = 0; 3001 op->invisible = 0;
3002
3032 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3033 { 3004 {
3034 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3036 } 3007 }
3039} 3010}
3040 3011
3041int 3012int
3042is_true_undead (object *op) 3013is_true_undead (object *op)
3043{ 3014{
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1; 3016 return 1;
3046 3017
3047 return 0; 3018 return 0;
3048} 3019}
3049 3020
3050/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 3023 * indicate greater hideability.
3053 */ 3024 */
3054
3055int 3025int
3056hideability (object *ob) 3026hideability (object *ob)
3057{ 3027{
3058 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3059 sint16 x, y; 3029 sint16 x, y;
3184 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3185 * 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
3186 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3192 * 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.
3193 * -b.t. 3163 * -b.t.
3194 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3195 */ 3165 */
3196
3197int 3166int
3198player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3199{ 3168{
3200 rv_vector rv; 3169 rv_vector rv;
3201 int dx, dy; 3170 int dx, dy;
3213 3182
3214 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3215 3184
3216 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3186 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3219 * a blocked los square. 3188 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3221 */ 3190 */
3222 while (op) 3191 while (op)
3223 { 3192 {
3224 dx = rv.distance_x + op->arch->clone.x; 3193 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->clone.y; 3194 dy = rv.distance_y + op->arch->y;
3226 3195
3227 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3228 * 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
3229 * for any meaningful values. 3198 * for any meaningful values.
3230 */ 3199 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !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)])
3234 return 1; 3203 return 1;
3204
3235 op = op->more; 3205 op = op->more;
3236 } 3206 }
3207
3237 return 0; 3208 return 0;
3238} 3209}
3239 3210
3240/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3244 * return 0. 3215 * return 0.
3245 */ 3216 */
3246int 3217int
3247action_makes_visible (object *op) 3218action_makes_visible (object *op)
3248{ 3219{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3221 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0; 3223 return 0;
3254 3224
3260 { 3230 {
3261 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");
3262 return 1; 3232 return 1;
3263 } 3233 }
3264 } 3234 }
3235
3265 return 0; 3236 return 0;
3266} 3237}
3267 3238
3268/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3274 * 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
3275 */ 3246 */
3276int 3247int
3277op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3278{ 3249{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3282 * 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),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3257 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3259 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 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))
3293 { 3264 {
3294 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3295 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))
3296 { 3267 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3269 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3271 {
3303 if (x != NULL && y != NULL) 3272 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3305 return 1; 3275 return 1;
3306 } 3276 }
3307 } 3277 }
3308 } 3278 }
3279
3309 if (x != NULL && y != NULL) 3280 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3311 return 1; 3283 return 1;
3312 } 3284 }
3313 } 3285 }
3314 } 3286 }
3287
3315 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3316 return 0; 3289 return 0;
3317} 3290}
3318 3291
3319/* 3292/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3309 int i = 0, j = 0;
3337 3310
3338 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3320
3348 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3349 return; 3322 return;
3350 3323
3351 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++);
3355 /* 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]); */
3356 return; 3329 return;
3357 } 3330 }
3358 3331
3359 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3333 item = tr->item;
3361 3334
3362 if (item->type == SPELL) 3335 if (item->type == SPELL)
3363 { 3336 {
3364 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3365 return; 3338 return;
3424 { 3397 {
3425 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3426 object *skin; 3399 object *skin;
3427 3400
3428 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 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)
3431 ; 3403 ;
3432 3404
3433 if (!skin) 3405 if (!skin)
3434 return; 3406 return;
3435 3407
3511 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))
3512 return 0; 3484 return 0;
3513 3485
3514 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3515} 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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