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Comparing deliantra/server/server/player.C (file contents):
Revision 1.145 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra 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 <support@deliantra.net>
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>
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
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 326}
289 327
290void 328void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 329player::set_observe (object *op)
315{ 330{
316 ob = op; 331 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 333}
324 334
325player::player () 335player::player ()
326{ 336{
327 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
355 if (ob) 365 if (ob)
356 { 366 {
357 ob->destroy_inv (false); 367 ob->destroy_inv (false);
358 ob->destroy (); 368 ob->destroy ();
359 } 369 }
370
371 ob = observe = 0;
360} 372}
361 373
362player::~player () 374player::~player ()
363{ 375{
364 /* Clear item stack */ 376 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
392 */ 404 */
393archetype * 405archetype *
394get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
395{ 407{
396 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 409
398 for (;;) 410 for (;;)
399 { 411 {
400 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
401 at = first_archetype; 413 i = archetypes.begin ();
402 else 414 else if (*i == at)
403 at = at->next; 415 cleanup ("not a single player archetype found");
404 416
405 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
406 return at; 418 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 419 }
414} 420}
415 421
416object * 422object *
417get_nearest_player (object *mon) 423get_nearest_player (object *mon)
421 unsigned lastdist; 427 unsigned lastdist;
422 rv_vector rv; 428 rv_vector rv;
423 429
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 431 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 433 continue;
455 434
456 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
457 { 436 {
907 if (*first_map_ext_path) 886 if (*first_map_ext_path)
908 { 887 {
909 object *tmp; 888 object *tmp;
910 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
911 890
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 892 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
937 916
938 ob->remove_statbonus (); 917 ob->remove_statbonus ();
939 ob->remove (); 918 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
942 ob->instantiate (); 921 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
945 ob->x = x; 924 ob->x = x;
946 ob->y = y; 925 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 929 ob->add_statbonus ();
951 } 930 }
952 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
953 932
954 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1099 if (tmp->name != NULL) 1078 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1079 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1080 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1081 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1082 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1083 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1084
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1085 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1086 }
1108 1087
1109 /* philosophy: 1088 /* philosophy:
1184 pick_up (op, tmp); 1163 pick_up (op, tmp);
1185 continue; 1164 continue;
1186 } 1165 }
1187 1166
1188 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1169 {
1191 pick_up (op, tmp); 1170 pick_up (op, tmp);
1192 continue; 1171 continue;
1193 } 1172 }
1194 1173
1302 /* careful: chairs and tables are weapons! */ 1281 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1282 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1283 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1284 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1285 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1288 {
1310 pick_up (op, tmp); 1289 pick_up (op, tmp);
1311 continue; 1290 continue;
1312 } 1291 }
1313 } 1292 }
1314 1293
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1294 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1295 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1297 {
1319 pick_up (op, tmp); 1298 pick_up (op, tmp);
1320 continue; 1299 continue;
1321 } 1300 }
1322 } 1301 }
1347 if (tmp->name != NULL) 1326 if (tmp->name != NULL)
1348 { 1327 {
1349 fprintf (stderr, "%s", tmp->name); 1328 fprintf (stderr, "%s", tmp->name);
1350 } 1329 }
1351 else 1330 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1331 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1332 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1333 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1334#endif
1356 continue; 1335 continue;
1357 } 1336 }
1372{ 1351{
1373 object *tmp = 0; 1352 object *tmp = 0;
1374 1353
1375 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1378 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1379 return op; 1358 return splay (op);
1380 1359
1381 return tmp; 1360 return tmp;
1382} 1361}
1383 1362
1384/* 1363/*
1427 else 1406 else
1428 { 1407 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1408 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1409 {
1431 attacktype = 1 << attacknum; 1410 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1411 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1412 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1413 {
1435 tmp = arrow; 1414 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1415 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1416 }
1438 } 1417 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1418 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1419 {
1441 tmp = arrow; 1420 tmp = arrow;
1679 1658
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1662
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1686 1665
1687 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1667 move_arrow (arrow);
1689 1668
1767 1746
1768 if (item->type == WAND) 1747 if (item->type == WAND)
1769 { 1748 {
1770 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1771 { 1750 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1753
1775 return; 1754 return;
1776 } 1755 }
1777 } 1756 }
1778 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1779 { 1758 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1759 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 { 1760 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1783 1762
1784 if (item->type == ROD) 1763 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1765 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 object *tmp; 1779 object *tmp;
1801 1780
1802 if (item->arch) 1781 if (item->arch)
1803 { 1782 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1783 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1784 item->face = item->arch->face;
1806 item->set_speed (0); 1785 item->set_speed (0);
1807 } 1786 }
1808 1787
1809 if ((tmp = item->in_player ())) 1788 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1789 esrv_update_item (UPD_ANIM, tmp, item);
1976 /* If we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1977 if (key) 1956 if (key)
1978 { 1957 {
1979 object *container = key->env; 1958 object *container = key->env;
1980 1959
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1984 make_visible (op); 1961 make_visible (op);
1985 1962
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1988 1965
1989 if (door->type == DOOR) 1966 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1992 { 1969 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1972 }
1996 1973
1997 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2003 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2004 } 1981 }
2005 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2006 { 1983 {
2007 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1986 return 1;
2010 } 1987 }
2011 1988
2012 return 0; 1989 return 0;
2013} 1990}
2100 2077
2101 if (op->speed_left > 0.f) 2078 if (op->speed_left > 0.f)
2102 { 2079 {
2103 --op->speed_left; 2080 --op->speed_left;
2104 2081
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2107 2084
2108 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2086 make_visible (op);
2110 2087
2129 { 2106 {
2130 --op->speed_left; 2107 --op->speed_left;
2131 2108
2132 if (!op->contr->braced) 2109 if (!op->contr->braced)
2133 { 2110 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2136 } 2113 }
2137 else 2114 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2139 2116
2140 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2118 make_visible (op);
2142 2119
2143 return true; 2120 return true;
2282 return 0; 2259 return 0;
2283 2260
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2263 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2266
2290 if (op->contr) 2267 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2292 2269
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2289/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2290 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2291 * function will descend into containers. op is the object to start the search
2315 * from. 2292 * from.
2316 */ 2293 */
2317void 2294static void
2318remove_unpaid_objects (object *op, object *env) 2295drop_unpaid_items (object *op, object *env)
2319{ 2296{
2320 while (op) 2297 while (op)
2321 { 2298 {
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2299 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323 2300
2327 esrv_del_item (env->contr, op->count); 2304 esrv_del_item (env->contr, op->count);
2328 2305
2329 op->insert_at (env); 2306 op->insert_at (env);
2330 } 2307 }
2331 else if (op->inv) 2308 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env); 2309 drop_unpaid_items (op->inv, env);
2333 2310
2334 op = next; 2311 op = next;
2335 } 2312 }
2313}
2314
2315void
2316object::drop_unpaid_items ()
2317{
2318 if (!flag [FLAG_REMOVED])
2319 ::drop_unpaid_items (inv, this);
2336} 2320}
2337 2321
2338/* 2322/*
2339 * Returns pointer a static string containing gravestone text 2323 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2324 * Moved from apply.c to player.c - player.c is what
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2420 else
2437 { 2421 {
2438 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2424 }
2483 2425
2484 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2449 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2450 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2510 } 2452 }
2511 2453
2454 if (op->stats.food > 0)
2455 {
2512 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2458 {
2517 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2460
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2520 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2521 op->stats.food--; 2468 op->stats.food--;
2469
2522 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2526 } 2475 }
2527 }
2528 2476
2529 if (max_hp > 1) 2477 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2478 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492
2535 op->last_heal = 0; 2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2497 }
2537 else 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Hit Points */
2503 if (--op->last_heal < 0)
2504 {
2505 if (op->stats.hp < op->stats.maxhp)
2538 { 2506 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2507 op->stats.hp++;
2508
2509 /* dms do not consume food */
2510 if (!QUERY_FLAG (op, FLAG_WIZ))
2511 {
2512 op->stats.food--;
2513
2514 if (op->contr->digestion < 0)
2515 op->stats.food += op->contr->digestion;
2516 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.food = last_food;
2518 }
2540 } 2519 }
2520
2521 if (max_hp > 1)
2522 {
2523 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2524
2525 if (over_hp > 0)
2526 {
2527 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2528 op->last_heal = 0;
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2532 }
2542 else 2533 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2534 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2535 }
2546 } 2536 }
2547 2537
2548 /* Digestion */ 2538 /* Digestion */
2549 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2550 { 2540 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2541 int bonus = max (0, op->contr->digestion),
2542 penalty = max (0, -op->contr->digestion);
2552 2543
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2544 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2545
2558 /* dms do not consume food */ 2546 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2548 op->stats.food--;
2561 } 2549 }
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2590 } 2578 }
2591 } 2579 }
2592 2580
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2594 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2595 2586
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2588 kill_player (op);
2598 } 2589 }
2599} 2590}
2604 * file. 2595 * file.
2605 */ 2596 */
2606void 2597void
2607kill_player (object *op) 2598kill_player (object *op)
2608{ 2599{
2600 int x, y;
2609 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2603 int will_kill_again;
2621 archetype *at; 2604 archetype *at;
2622 object *tmp; 2605 object *tmp;
2623 2606
2624 if (save_life (op)) 2607 if (save_life (op))
2625 return; 2608 return;
2626
2627 2609
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2610 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2611 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2612 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2613 */
2647 { 2629 {
2648 tmp->destroy (); 2630 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2632 }
2651 2633
2652 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2637 op->stats.food = 999;
2656 2638
2657 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2641 {
2660 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2665 tmp->msg = buf; 2647 );
2666 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2669 } 2651 }
2670 2652
2677 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2678 2660
2679 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2680 2662
2681 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688 2665
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2690 2667
2691 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2692 x = op->x; 2669 x = op->x;
2693 y = op->y; 2670 y = op->y;
2694 map = op->map; 2671 map = op->map;
2857 { 2834 {
2858 tmp->destroy (); 2835 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2837 }
2861 2838
2862 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2863 2840
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2867 op->stats.food = 900; 2844 op->stats.food = 900;
2871 2848
2872 /* 2849 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2851 * and put them back in the map.
2875 */ 2852 */
2876 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2877 2854
2878 /****************************************/ 2855 /****************************************/
2879 /* */ 2856 /* */
2880 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
3021void 2998void
3022make_visible (object *op) 2999make_visible (object *op)
3023{ 3000{
3024 op->hide = 0; 3001 op->hide = 0;
3025 op->invisible = 0; 3002 op->invisible = 0;
3003
3026 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3027 { 3005 {
3028 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3030 } 3008 }
3033} 3011}
3034 3012
3035int 3013int
3036is_true_undead (object *op) 3014is_true_undead (object *op)
3037{ 3015{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3017 return 1;
3040 3018
3041 return 0; 3019 return 0;
3042} 3020}
3043 3021
3044/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3024 * indicate greater hideability.
3047 */ 3025 */
3048
3049int 3026int
3050hideability (object *ob) 3027hideability (object *ob)
3051{ 3028{
3052 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3053 sint16 x, y; 3030 sint16 x, y;
3178 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3164 * -b.t.
3188 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3189 */ 3166 */
3190
3191int 3167int
3192player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3193{ 3169{
3194 rv_vector rv; 3170 rv_vector rv;
3195 int dx, dy; 3171 int dx, dy;
3207 3183
3208 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3209 3185
3210 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3187 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3213 * a blocked los square. 3189 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3215 */ 3191 */
3216 while (op) 3192 while (op)
3217 { 3193 {
3218 dx = rv.distance_x + op->arch->clone.x; 3194 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3195 dy = rv.distance_y + op->arch->y;
3220 3196
3221 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3199 * for any meaningful values.
3224 */ 3200 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3204 return 1;
3205
3229 op = op->more; 3206 op = op->more;
3230 } 3207 }
3208
3231 return 0; 3209 return 0;
3232} 3210}
3233 3211
3234/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3216 * return 0.
3239 */ 3217 */
3240int 3218int
3241action_makes_visible (object *op) 3219action_makes_visible (object *op)
3242{ 3220{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3222 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3224 return 0;
3248 3225
3254 { 3231 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1; 3233 return 1;
3257 } 3234 }
3258 } 3235 }
3236
3259 return 0; 3237 return 0;
3260} 3238}
3261 3239
3262/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3247 */
3270int 3248int
3271op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3272{ 3250{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3258 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3260 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3265 {
3288 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3268 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3270 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3272 {
3297 if (x != NULL && y != NULL) 3273 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3299 return 1; 3276 return 1;
3300 } 3277 }
3301 } 3278 }
3302 } 3279 }
3280
3303 if (x != NULL && y != NULL) 3281 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3305 return 1; 3284 return 1;
3306 } 3285 }
3307 } 3286 }
3308 } 3287 }
3288
3309 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3310 return 0; 3290 return 0;
3311} 3291}
3312 3292
3313/* 3293/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3310 int i = 0, j = 0;
3331 3311
3332 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3321
3342 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3343 return; 3323 return;
3344 3324
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3329 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3330 return;
3351 } 3331 }
3352 3332
3353 /* everything seems okay - now bring on the gift: */ 3333 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3334 item = tr->item;
3355 3335
3356 if (item->type == SPELL) 3336 if (item->type == SPELL)
3357 { 3337 {
3358 if (check_spell_known (who, item->name)) 3338 if (check_spell_known (who, item->name))
3359 return; 3339 return;
3418 { 3398 {
3419 /* forces in the treasurelist can alter the player's stats */ 3399 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3400 object *skin;
3421 3401
3422 /* first get the dragon skin force */ 3402 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3403 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3404 ;
3426 3405
3427 if (!skin) 3406 if (!skin)
3428 return; 3407 return;
3429 3408
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3485 return 0;
3507 3486
3508 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3509} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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