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Comparing deliantra/server/server/player.C (file contents):
Revision 1.155 by root, Sat Jul 21 15:04:36 2007 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC

183 183
184 if (ob->map) 184 if (ob->map)
185 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186 186
187 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 189 ob->map = 0;
189 party = 0; 190 party = 0;
190 191
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 193
284} 285}
285 286
286void 287void
287player::disconnect () 288player::disconnect ()
288{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
289 if (ns) 296 if (ns)
290 { 297 {
291 if (active) 298 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 300
294 INVOKE_PLAYER (DISCONNECT, this); 301 INVOKE_PLAYER (DISCONNECT, this);
295 302
296 ns->reset_stats (); 303 ns->reset_stats ();
297 ns->pl = 0; 304 ns->pl = 0;
298 ns = 0; 305 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 } 306 }
306 307
307 observe = ob; 308 observe = ob;
308 309
309 deactivate (); 310 deactivate ();
425 unsigned lastdist; 426 unsigned lastdist;
426 rv_vector rv; 427 rv_vector rv;
427 428
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 430 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 432 continue;
459 433
460 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
461 { 435 {
1188 pick_up (op, tmp); 1162 pick_up (op, tmp);
1189 continue; 1163 continue;
1190 } 1164 }
1191 1165
1192 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1168 {
1195 pick_up (op, tmp); 1169 pick_up (op, tmp);
1196 continue; 1170 continue;
1197 } 1171 }
1198 1172
1683 1657
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1661
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1690 1664
1691 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1666 move_arrow (arrow);
1693 1667
1771 1745
1772 if (item->type == WAND) 1746 if (item->type == WAND)
1773 { 1747 {
1774 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1775 { 1749 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1777 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));
1778 1752
1779 return; 1753 return;
1780 } 1754 }
1781 } 1755 }
1782 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1783 { 1757 {
1784 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))
1785 { 1759 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1787 1761
1788 if (item->type == ROD) 1762 if (item->type == ROD)
1789 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));
1790 else 1764 else
1791 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));
1980 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1981 if (key) 1955 if (key)
1982 { 1956 {
1983 object *container = key->env; 1957 object *container = key->env;
1984 1958
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1988 make_visible (op); 1960 make_visible (op);
1989 1961
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
1992 1964
1993 if (door->type == DOOR) 1965 if (door->type == DOOR)
1994 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 */
1995 else if (door->type == LOCKED_DOOR) 1967 else if (door->type == LOCKED_DOOR)
1996 { 1968 {
1997 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);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1971 }
2000 1972
2001 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2007 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
2008 } 1980 }
2009 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2010 { 1982 {
2011 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2012 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...");
2013 return 1; 1985 return 1;
2014 } 1986 }
2015 1987
2016 return 0; 1988 return 0;
2017} 1989}
2104 2076
2105 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2106 { 2078 {
2107 --op->speed_left; 2079 --op->speed_left;
2108 2080
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2111 2083
2112 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2085 make_visible (op);
2114 2086
2133 { 2105 {
2134 --op->speed_left; 2106 --op->speed_left;
2135 2107
2136 if (!op->contr->braced) 2108 if (!op->contr->braced)
2137 { 2109 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2140 } 2112 }
2141 else 2113 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2114 op->statusmsg ("You withhold your attack");
2143 2115
2144 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op); 2117 make_visible (op);
2146 2118
2147 return true; 2119 return true;
2286 return 0; 2258 return 0;
2287 2259
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2262 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2292 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));
2293 2265
2294 if (op->contr) 2266 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2296 2268
2446 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2447 else 2419 else
2448 { 2420 {
2449 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2451 }
2452
2453 /* Regenerate Spell Points */
2454 if (!op->contr->golem && --op->last_sp < 0)
2455 {
2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp++;
2460 /* dms do not consume food */
2461 if (!QUERY_FLAG (op, FLAG_WIZ))
2462 {
2463 op->stats.food--;
2464 if (op->contr->digestion < 0)
2465 op->stats.food += op->contr->digestion;
2466 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2467 op->stats.food = last_food;
2468 }
2469 }
2470
2471 if (max_sp > 1)
2472 {
2473 over_sp = (gen_sp + 10) / rate_sp;
2474 if (over_sp > 0)
2475 {
2476 if (op->stats.sp < op->stats.maxsp)
2477 {
2478 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2479
2480 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2481 op->stats.sp--;
2482
2483 if (op->stats.sp > op->stats.maxsp)
2484 op->stats.sp = op->stats.maxsp;
2485 }
2486 op->last_sp = 0;
2487 }
2488 else
2489 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 } 2423 }
2494 2424
2495 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2496 /* 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. */
2497 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2518 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);
2519 } 2449 }
2520 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2521 } 2451 }
2522 2452
2453 if (op->stats.food > 0)
2454 {
2523 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2524 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2525 {
2526 if (op->stats.hp < op->stats.maxhp)
2527 { 2457 {
2528 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2529 /* dms do not consume food */ 2459
2530 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2531 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2532 op->stats.food--; 2467 op->stats.food--;
2468
2533 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2535 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))
2536 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2537 } 2474 }
2538 }
2539 2475
2540 if (max_hp > 1) 2476 if (max_sp > 1)
2541 {
2542 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2543 if (over_hp > 0)
2544 { 2477 {
2545 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
2546 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);
2547 } 2496 }
2548 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)
2549 { 2505 {
2550 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 }
2551 } 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);
2552 } 2531 }
2553 else 2532 else
2554 {
2555 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);
2556 } 2534 }
2557 } 2535 }
2558 2536
2559 /* Digestion */ 2537 /* Digestion */
2560 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2597 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.");
2598 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2599 } 2577 }
2600 } 2578 }
2601 2579
2602 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2603 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2604 2585
2605 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2606 kill_player (op); 2587 kill_player (op);
2607 } 2588 }
2608} 2589}
2613 * file. 2594 * file.
2614 */ 2595 */
2615void 2596void
2616kill_player (object *op) 2597kill_player (object *op)
2617{ 2598{
2599 int x, y;
2618 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2619 int x, y;
2620
2621 //int i;
2622 maptile *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2623
2624 /* int z;
2625 int num_stats_lose;
2626 int lost_a_stat;
2627 int lose_this_stat;
2628 int this_stat; */
2629 int will_kill_again; 2602 int will_kill_again;
2630 archetype *at; 2603 archetype *at;
2631 object *tmp; 2604 object *tmp;
2632 2605
2633 if (save_life (op)) 2606 if (save_life (op))
2655 { 2628 {
2656 tmp->destroy (); 2629 tmp->destroy ();
2657 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2658 } 2631 }
2659 2632
2660 cure_disease (op, 0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2661 op->stats.hp = op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2662 if (op->stats.food <= 0) 2635 if (op->stats.food <= 0)
2663 op->stats.food = 999; 2636 op->stats.food = 999;
2664 2637
2665 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2666 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2667 { 2640 {
2668 sprintf (buf, "%s's finger", &op->name); 2641 tmp->name = format ("%s's finger" , &op->name);
2669 tmp->name = buf; 2642 tmp->name_pl = format ("%s's fingers", &op->name);
2670 sprintf (buf, " This finger has been cut off %s\n" 2643 tmp->msg = format (
2671 " 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",
2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2673 tmp->msg = buf; 2646 );
2674 tmp->value = 0, tmp->type = 0; 2647 tmp->value = 0, tmp->type = 0;
2675 tmp->materialname = "organics"; 2648 tmp->materialname = "organics";
2676 tmp->insert_at (op, tmp); 2649 tmp->insert_at (op, tmp);
2677 } 2650 }
2678 2651
2685 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2686 2659
2687 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2688 2661
2689 if (op->stats.food < 0) 2662 if (op->stats.food < 0)
2690 {
2691 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy (op->contr->killer, "starvation"); 2663 strcpy (op->contr->killer, "starvation");
2693 }
2694 else
2695 sprintf (buf, "%s died.", &op->name);
2696 2664
2697 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2665 op->contr->play_sound (sound_find ("player_dies"));
2698 2666
2699 /* save the map location for corpse, gravestone */ 2667 /* save the map location for corpse, gravestone */
2700 x = op->x; 2668 x = op->x;
2701 y = op->y; 2669 y = op->y;
2702 map = op->map; 2670 map = op->map;
2865 { 2833 {
2866 tmp->destroy (); 2834 tmp->destroy ();
2867 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2868 } 2836 }
2869 2837
2870 cure_disease (op, 0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2871 2839
2872 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2873 apply_death_exp_penalty (op); 2841 apply_death_exp_penalty (op);
2874 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2875 op->stats.food = 900; 2843 op->stats.food = 900;
3029void 2997void
3030make_visible (object *op) 2998make_visible (object *op)
3031{ 2999{
3032 op->hide = 0; 3000 op->hide = 0;
3033 op->invisible = 0; 3001 op->invisible = 0;
3002
3034 if (op->type == PLAYER) 3003 if (op->type == PLAYER)
3035 { 3004 {
3036 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3037 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3038 } 3007 }
3051 3020
3052/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3053 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3054 * indicate greater hideability. 3023 * indicate greater hideability.
3055 */ 3024 */
3056
3057int 3025int
3058hideability (object *ob) 3026hideability (object *ob)
3059{ 3027{
3060 int i, level = 0, mflag; 3028 int i, level = 0, mflag;
3061 sint16 x, y; 3029 sint16 x, y;
3186 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3187 * 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
3188 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3189 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3190 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3191 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3192 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3193 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3194 * 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.
3195 * -b.t. 3163 * -b.t.
3196 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3197 */ 3165 */
3198
3199int 3166int
3200player_can_view (object *pl, object *op) 3167player_can_view (object *pl, object *op)
3201{ 3168{
3202 rv_vector rv; 3169 rv_vector rv;
3203 int dx, dy; 3170 int dx, dy;
3215 3182
3216 get_rangevector (pl, op, &rv, 0x1); 3183 get_rangevector (pl, op, &rv, 0x1);
3217 3184
3218 /* starting with the 'head' part, lets loop 3185 /* starting with the 'head' part, lets loop
3219 * through the object and find if it has any 3186 * through the object and find if it has any
3220 * part that is in the los array but isnt on 3187 * part that is in the los array but isn't on
3221 * a blocked los square. 3188 * a blocked los square.
3222 * we use the archetype to figure out offsets. 3189 * we use the archetype to figure out offsets.
3223 */ 3190 */
3224 while (op) 3191 while (op)
3225 { 3192 {
3228 3195
3229 /* only the viewable area the player sees is updated by LOS 3196 /* only the viewable area the player sees is updated by LOS
3230 * 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
3231 * for any meaningful values. 3198 * for any meaningful values.
3232 */ 3199 */
3233 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3234 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3235 !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)])
3236 return 1; 3203 return 1;
3204
3237 op = op->more; 3205 op = op->more;
3238 } 3206 }
3207
3239 return 0; 3208 return 0;
3240} 3209}
3241 3210
3242/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3243 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3246 * return 0. 3215 * return 0.
3247 */ 3216 */
3248int 3217int
3249action_makes_visible (object *op) 3218action_makes_visible (object *op)
3250{ 3219{
3251
3252 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3253 { 3221 {
3254 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3255 return 0; 3223 return 0;
3256 3224
3262 { 3230 {
3263 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");
3264 return 1; 3232 return 1;
3265 } 3233 }
3266 } 3234 }
3235
3267 return 0; 3236 return 0;
3268} 3237}
3269 3238
3270/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3276 * 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
3277 */ 3246 */
3278int 3247int
3279op_on_battleground (object *op, int *x, int *y) 3248op_on_battleground (object *op, int *x, int *y)
3280{ 3249{
3281 object *tmp;
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3284 * 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),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 { 3257 {
3291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3292 { 3259 {
3293 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3294 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))
3295 { 3264 {
3296 /*before we assign the exit, check if this is a teambattle */ 3265 /* before we assign the exit, check if this is a teambattle */
3297 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))
3298 { 3267 {
3299 object *invtmp;
3300
3301 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3302 { 3269 {
3303 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3304 { 3271 {
3305 if (x != NULL && y != NULL) 3272 if (x && y)
3306 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3307 return 1; 3275 return 1;
3308 } 3276 }
3309 } 3277 }
3310 } 3278 }
3279
3311 if (x != NULL && y != NULL) 3280 if (x && y)
3312 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3313 return 1; 3283 return 1;
3314 } 3284 }
3315 } 3285 }
3316 } 3286 }
3287
3317 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3318 return 0; 3289 return 0;
3319} 3290}
3320 3291
3321/* 3292/*
3337 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3338 int i = 0, j = 0; 3309 int i = 0, j = 0;
3339 3310
3340 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3341 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3342 trlist = treasurelist::find ("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3343 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3344 trlist = treasurelist::find ("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3345 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3346 trlist = treasurelist::find ("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3347 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3348 trlist = treasurelist::find ("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3349 3320
3350 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3351 return; 3322 return;
3352 3323
3353 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++);
3512 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))
3513 return 0; 3484 return 0;
3514 3485
3515 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3516} 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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