ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.155 by root, Sat Jul 21 15:04:36 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
183 183
184 if (ob->map) 184 if (ob->map)
185 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186 186
187 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 189 ob->map = 0;
189 party = 0; 190 party = 0;
190 191
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 193
240 241
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 243
243 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
244 245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
245 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
248 304
249 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
265 combat_ob = op; 321 combat_ob = op;
266 break; 322 break;
267 } 323 }
268 324
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 326}
325 327
326void 328void
327player::set_observe (object *op) 329player::set_observe (object *op)
328{ 330{
425 unsigned lastdist; 427 unsigned lastdist;
426 rv_vector rv; 428 rv_vector rv;
427 429
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 433 continue;
459 434
460 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
461 { 436 {
1188 pick_up (op, tmp); 1163 pick_up (op, tmp);
1189 continue; 1164 continue;
1190 } 1165 }
1191 1166
1192 if (op->contr->mode & PU_READABLES) 1167 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1169 {
1195 pick_up (op, tmp); 1170 pick_up (op, tmp);
1196 continue; 1171 continue;
1197 } 1172 }
1198 1173
1376{ 1351{
1377 object *tmp = 0; 1352 object *tmp = 0;
1378 1353
1379 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1380 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))
1381 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1382 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1383 return op; 1358 return splay (op);
1384 1359
1385 return tmp; 1360 return tmp;
1386} 1361}
1387 1362
1388/* 1363/*
1683 1658
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1659 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1660 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1661 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1662
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1663 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1664 m->insert (arrow, sx, sy, op);
1690 1665
1691 if (!arrow->destroyed ()) 1666 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1667 move_arrow (arrow);
1693 1668
1771 1746
1772 if (item->type == WAND) 1747 if (item->type == WAND)
1773 { 1748 {
1774 if (item->stats.food <= 0) 1749 if (item->stats.food <= 0)
1775 { 1750 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1751 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)); 1752 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1753
1779 return; 1754 return;
1780 } 1755 }
1781 } 1756 }
1782 else if (item->type == ROD || item->type == HORN) 1757 else if (item->type == ROD || item->type == HORN)
1783 { 1758 {
1784 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))
1785 { 1760 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1787 1762
1788 if (item->type == ROD) 1763 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)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1765 else
1791 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));
1980 /* If we found a key, do some extra work */ 1955 /* If we found a key, do some extra work */
1981 if (key) 1956 if (key)
1982 { 1957 {
1983 object *container = key->env; 1958 object *container = key->env;
1984 1959
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1960 if (action_makes_visible (op))
1988 make_visible (op); 1961 make_visible (op);
1989 1962
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1963 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1964 spring_trap (door->inv, op);
1992 1965
1993 if (door->type == DOOR) 1966 if (door->type == DOOR)
1994 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 */
1995 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1996 { 1969 {
1997 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);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1972 }
2000 1973
2001 /* Do this after we print the message */ 1974 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
2007 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
2008 } 1981 }
2009 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2010 { 1983 {
2011 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
2012 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...");
2013 return 1; 1986 return 1;
2014 } 1987 }
2015 1988
2016 return 0; 1989 return 0;
2017} 1990}
2104 2077
2105 if (op->speed_left > 0.f) 2078 if (op->speed_left > 0.f)
2106 { 2079 {
2107 --op->speed_left; 2080 --op->speed_left;
2108 2081
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2083 push_ob (mon, dir, op);
2111 2084
2112 if (op->contr->tmp_invis || op->hide) 2085 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2086 make_visible (op);
2114 2087
2133 { 2106 {
2134 --op->speed_left; 2107 --op->speed_left;
2135 2108
2136 if (!op->contr->braced) 2109 if (!op->contr->braced)
2137 { 2110 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2111 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2140 } 2113 }
2141 else 2114 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2143 2116
2144 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op); 2118 make_visible (op);
2146 2119
2147 return true; 2120 return true;
2286 return 0; 2259 return 0;
2287 2260
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2261 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2263 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2264 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)); 2265 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293 2266
2294 if (op->contr) 2267 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count); 2268 esrv_del_item (op->contr, tmp->count);
2296 2269
2446 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2419 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2447 else 2420 else
2448 { 2421 {
2449 gen_grace = op->stats.maxgrace; 2422 gen_grace = op->stats.maxgrace;
2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2423 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 } 2424 }
2494 2425
2495 /* Regenerate Grace */ 2426 /* Regenerate Grace */
2496 /* 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. */
2497 if (--op->last_grace < 0) 2428 if (--op->last_grace < 0)
2518 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);
2519 } 2450 }
2520 /* wearing stuff doesn't detract from grace generation. */ 2451 /* wearing stuff doesn't detract from grace generation. */
2521 } 2452 }
2522 2453
2454 if (op->stats.food > 0)
2455 {
2523 /* Regenerate Hit Points */ 2456 /* Regenerate Spell Points */
2524 if (--op->last_heal < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2525 {
2526 if (op->stats.hp < op->stats.maxhp)
2527 { 2458 {
2528 op->stats.hp++; 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2529 /* dms do not consume food */ 2460
2530 if (!QUERY_FLAG (op, FLAG_WIZ)) 2461 if (op->stats.sp < op->stats.maxsp)
2531 { 2462 {
2463 op->stats.sp++;
2464
2465 /* dms do not consume food */
2466 if (!QUERY_FLAG (op, FLAG_WIZ))
2467 {
2532 op->stats.food--; 2468 op->stats.food--;
2469
2533 if (op->contr->digestion < 0) 2470 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion; 2471 op->stats.food += op->contr->digestion;
2535 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))
2536 op->stats.food = last_food; 2473 op->stats.food = last_food;
2474 }
2537 } 2475 }
2538 }
2539 2476
2540 if (max_hp > 1) 2477 if (max_sp > 1)
2541 {
2542 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2543 if (over_hp > 0)
2544 { 2478 {
2545 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
2546 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);
2547 } 2497 }
2548 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)
2549 { 2506 {
2550 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 }
2551 } 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);
2552 } 2532 }
2553 else 2533 else
2554 {
2555 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);
2556 } 2535 }
2557 } 2536 }
2558 2537
2559 /* Digestion */ 2538 /* Digestion */
2560 if (--op->last_eat < 0) 2539 if (--op->last_eat < 0)
2597 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.");
2598 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2599 } 2578 }
2600 } 2579 }
2601 2580
2602 while (op->stats.food < 0 && op->stats.hp >= 0) 2581 if (op->stats.food < 0)
2603 op->stats.food++, op->stats.hp--; 2582 {
2583 op->stats.hp += op->stats.food;
2584 op->stats.food = 0;
2585 }
2604 2586
2605 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2606 kill_player (op); 2588 kill_player (op);
2607 } 2589 }
2608} 2590}
2613 * file. 2595 * file.
2614 */ 2596 */
2615void 2597void
2616kill_player (object *op) 2598kill_player (object *op)
2617{ 2599{
2600 int x, y;
2618 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2619 int x, y;
2620
2621 //int i;
2622 maptile *map; /* this is for resurrection */ 2602 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; 2603 int will_kill_again;
2630 archetype *at; 2604 archetype *at;
2631 object *tmp; 2605 object *tmp;
2632 2606
2633 if (save_life (op)) 2607 if (save_life (op))
2655 { 2629 {
2656 tmp->destroy (); 2630 tmp->destroy ();
2657 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2658 } 2632 }
2659 2633
2660 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2661 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2662 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2663 op->stats.food = 999; 2637 op->stats.food = 999;
2664 2638
2665 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2666 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2667 { 2641 {
2668 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2669 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2670 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2671 " 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",
2672 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2673 tmp->msg = buf; 2647 );
2674 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2675 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2676 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2677 } 2651 }
2678 2652
2685 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2686 2660
2687 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2688 2662
2689 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2690 {
2691 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2693 }
2694 else
2695 sprintf (buf, "%s died.", &op->name);
2696 2665
2697 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2666 op->contr->play_sound (sound_find ("player_dies"));
2698 2667
2699 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2700 x = op->x; 2669 x = op->x;
2701 y = op->y; 2670 y = op->y;
2702 map = op->map; 2671 map = op->map;
2865 { 2834 {
2866 tmp->destroy (); 2835 tmp->destroy ();
2867 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2868 } 2837 }
2869 2838
2870 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2871 2840
2872 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2873 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2874 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2875 op->stats.food = 900; 2844 op->stats.food = 900;
3029void 2998void
3030make_visible (object *op) 2999make_visible (object *op)
3031{ 3000{
3032 op->hide = 0; 3001 op->hide = 0;
3033 op->invisible = 0; 3002 op->invisible = 0;
3003
3034 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3035 { 3005 {
3036 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3037 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3038 } 3008 }
3051 3021
3052/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3053 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3054 * indicate greater hideability. 3024 * indicate greater hideability.
3055 */ 3025 */
3056
3057int 3026int
3058hideability (object *ob) 3027hideability (object *ob)
3059{ 3028{
3060 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3061 sint16 x, y; 3030 sint16 x, y;
3186 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3187 * 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
3188 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3189 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3190 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3191 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3192 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3193 * imply the way your head, or body is facing? Its possible 3162 * 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. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3195 * -b.t. 3164 * -b.t.
3196 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3197 */ 3166 */
3198
3199int 3167int
3200player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3201{ 3169{
3202 rv_vector rv; 3170 rv_vector rv;
3203 int dx, dy; 3171 int dx, dy;
3215 3183
3216 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3217 3185
3218 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3219 * through the object and find if it has any 3187 * through the object and find if it has any
3220 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3221 * a blocked los square. 3189 * a blocked los square.
3222 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3223 */ 3191 */
3224 while (op) 3192 while (op)
3225 { 3193 {
3228 3196
3229 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3230 * 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
3231 * for any meaningful values. 3199 * for any meaningful values.
3232 */ 3200 */
3233 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3234 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3235 !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)])
3236 return 1; 3204 return 1;
3205
3237 op = op->more; 3206 op = op->more;
3238 } 3207 }
3208
3239 return 0; 3209 return 0;
3240} 3210}
3241 3211
3242/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3243 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3246 * return 0. 3216 * return 0.
3247 */ 3217 */
3248int 3218int
3249action_makes_visible (object *op) 3219action_makes_visible (object *op)
3250{ 3220{
3251
3252 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3253 { 3222 {
3254 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3255 return 0; 3224 return 0;
3256 3225
3262 { 3231 {
3263 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");
3264 return 1; 3233 return 1;
3265 } 3234 }
3266 } 3235 }
3236
3267 return 0; 3237 return 0;
3268} 3238}
3269 3239
3270/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3241 * 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 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3247 */
3278int 3248int
3279op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3280{ 3250{
3281 object *tmp;
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3251 /* 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), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 { 3258 {
3291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3292 { 3260 {
3293 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3294 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))
3295 { 3265 {
3296 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3297 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))
3298 { 3268 {
3299 object *invtmp;
3300
3301 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3302 { 3270 {
3303 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3304 { 3272 {
3305 if (x != NULL && y != NULL) 3273 if (x && y)
3306 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3307 return 1; 3276 return 1;
3308 } 3277 }
3309 } 3278 }
3310 } 3279 }
3280
3311 if (x != NULL && y != NULL) 3281 if (x && y)
3312 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3313 return 1; 3284 return 1;
3314 } 3285 }
3315 } 3286 }
3316 } 3287 }
3288
3317 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3318 return 0; 3290 return 0;
3319} 3291}
3320 3292
3321/* 3293/*
3337 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3338 int i = 0, j = 0; 3310 int i = 0, j = 0;
3339 3311
3340 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3341 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3342 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3343 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3344 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3345 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3346 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3347 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3348 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3349 3321
3350 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3351 return; 3323 return;
3352 3324
3353 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++);
3512 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))
3513 return 0; 3485 return 0;
3514 3486
3515 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3516} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines