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Comparing deliantra/server/server/player.C (file contents):
Revision 1.220 by root, Sun Dec 28 16:35:32 2008 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
155static void 39static void
156set_first_map (object *op) 40set_first_map (object *op)
157{ 41{
158 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate (); 139 activate ();
256 140
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
281 ns->reset_stats (); 161 ns->reset_stats ();
282 ns->pl = 0; 162 ns->pl = 0;
283 ns = 0; 163 ns = 0;
284 } 164 }
285 165
286 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
287 169
288 deactivate (); 170 deactivate ();
289} 171}
290 172
291// the need for this function can be explained 173// the need for this function can be explained
292// by load_object not returning the object 174// by load_object not returning the object
293void 175void
294player::set_object (object *op) 176player::set_object (object *op)
295{ 177{
296 ob = observe = op; 178 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
298 180
299 ob->speed = 1.0f; 181 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
301 183
330} 212}
331 213
332void 214void
333player::set_observe (object *op) 215player::set_observe (object *op)
334{ 216{
335 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
336 do_los = 1; 225 do_los = 1;
337} 226}
338 227
339player::player () 228player::player ()
340{ 229{
369 { 258 {
370 ob->destroy_inv (false); 259 ob->destroy_inv (false);
371 ob->destroy (); 260 ob->destroy ();
372 } 261 }
373 262
374 ob = observe = 0; 263 ob = observe = viewpoint = 0;
375} 264}
376 265
377player::~player () 266player::~player ()
378{ 267{
379 /* Clear item stack */ 268 /* Clear item stack */
673 op->destroy (); 562 op->destroy ();
674 continue; 563 continue;
675 } 564 }
676 } 565 }
677 566
678 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 570 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
685 { 572 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 575 {
694 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 579 break;
697 } 580 }
698 581
699 if (op->nrof > 1) 582 if (op->nrof > 1)
700 op->nrof = 1; 583 op->nrof = 1;
701 } 584 }
702 585
1221 } 1104 }
1222 1105
1223 /* careful: chairs and tables are weapons! */ 1106 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON) 1107 if (op->contr->mode & PU_ALLWEAPON)
1225 { 1108 {
1226 if (tmp->type == WEAPON && tmp->name != NULL) 1109 if (tmp->type == WEAPON)
1227 { 1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1230 { 1111 {
1231 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1232 continue; 1113 continue;
1233 } 1114 }
1234 }
1235
1236 if (tmp->type == WEAPON && tmp->name == NULL)
1237 {
1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243 }
1244 } 1115 }
1245 1116
1246 /* misc stuff that's useful */ 1117 /* misc stuff that's useful */
1247 if (op->contr->mode & PU_KEY) 1118 if (op->contr->mode & PU_KEY)
1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1310 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1311 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1312 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1313 */ 1184 */
1314object * 1185object *
1315find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1316{ 1187{
1317 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1318 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1319 1190
1320 if (!type) 1191 if (!type)
1324 { 1195 {
1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1326 { 1197 {
1327 i = 0; 1198 i = 0;
1328 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1329 if (i > betterby) 1201 if (i > betterby)
1330 { 1202 {
1331 tmp = ntmp; 1203 tmp = ntmp;
1332 betterby = i; 1204 betterby = i;
1333 } 1205 }
1334 } 1206 }
1335 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1336 { 1208 {
1337 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1339 { 1211 {
1340 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1341 { 1213 {
1342 *better = 100; 1214 *better = 100;
1343 return arrow; 1215 return arrow;
1358 { 1230 {
1359 tmp = arrow; 1231 tmp = arrow;
1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1361 } 1233 }
1362 } 1234 }
1235
1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1364 { 1237 {
1365 tmp = arrow; 1238 tmp = arrow;
1366 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1367 } 1240 }
1241
1368 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1369 { 1243 {
1370 tmp = arrow; 1244 tmp = arrow;
1371 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1372 } 1246 }
1386 * op = the shooter 1260 * op = the shooter
1387 * type = bow->race 1261 * type = bow->race
1388 * dir = fire direction 1262 * dir = fire direction
1389 */ 1263 */
1390object * 1264object *
1391pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1392{ 1266{
1393 object *tmp = NULL; 1267 object *tmp = NULL;
1394 maptile *m; 1268 maptile *m;
1395 int i, mflags, found, number; 1269 int i, mflags, found, number;
1396 sint16 x, y; 1270 sint16 x, y;
1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1483 return 0; 1357 return 0;
1484 } 1358 }
1485 1359
1486 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below) 1361 splay (bow);
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1492 } 1362 }
1493 1363
1494 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1495 { 1365 {
1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1542 arrow->direction = dir; 1412 arrow->direction = dir;
1543 1413
1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1547 1417 arrow->custom_name = arrow->slaying;
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550 1418
1551#if 0 1419#if 0
1552 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1553 { 1421 {
1554 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1768 case BOW: 1636 case BOW:
1769 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1770 break; 1638 break;
1771 1639
1772 case SPELL: 1640 case SPELL:
1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1774 break; 1642 break;
1775 1643
1776 case BUILDER: 1644 case BUILDER:
1777 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1778 break; 1646 break;
1787 } 1655 }
1788 1656
1789 return true; 1657 return true;
1790} 1658}
1791 1659
1792/* find_key 1660static object *
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1804{ 1662{
1805 object *tmp, *key; 1663 object *tmp, *key;
1806 1664
1807 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1808 if (!container->inv) 1666 if (!container->inv)
1811 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1812 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1813 { 1671 {
1814 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1815 break; 1673 break;
1674
1816 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1817 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1818 */ 1677 */
1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1820 break; 1679 break;
1826 * a key, return 1685 * a key, return
1827 */ 1686 */
1828 if (!tmp) 1687 if (!tmp)
1829 { 1688 {
1830 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1831 {
1832 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1833 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1834 {
1835 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1836 return key; 1693 return key;
1837 }
1838 }
1839 1694
1840 if (!tmp) 1695 if (!tmp)
1841 return NULL; 1696 return 0;
1842 } 1697 }
1843 1698
1844 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1845 * see if we actually want to use it 1700 * see if we actually want to use it
1846 */ 1701 */
1847 if (pl != container) 1702 if (pl != container)
1848 { 1703 {
1849 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1850 if (!pl->contr) 1705 if (!pl->contr)
1851 return NULL; 1706 return 0;
1707
1852 /* cases where this fails: 1708 /* cases where this fails:
1853 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1854 * are not in the players inventory. 1710 * are not in the players inventory.
1855 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1856 * containers can be used. 1712 * containers can be used.
1860 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1861 * 1717 *
1862 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1863 * all the others. 1719 * all the others.
1864 */ 1720 */
1865 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1866 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1867 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1868 { 1724 {
1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1870 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1871 return NULL; 1727 return NULL;
1872 } 1728 }
1873 } 1729 }
1874 1730
1875 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1876} 1757}
1877 1758
1878/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1879 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1880 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1930 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
1931 */ 1812 */
1932bool 1813bool
1933move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
1934{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
1935 int on_battleground; 1822 int on_battleground;
1936 1823
1937 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
1938 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
1939 1826
1940 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1941 1828
1942 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
1943 return false; 1830 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
1950 1831
1951 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
1952 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
1953 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
1954 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2531 */ 2412 */
2532void 2413void
2533kill_player (object *op) 2414kill_player (object *op)
2534{ 2415{
2535 int x, y; 2416 int x, y;
2536 char buf[MAX_BUF];
2537 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2538 int will_kill_again; 2418 int will_kill_again;
2539 archetype *at; 2419 archetype *at;
2540 object *tmp; 2420 object *tmp;
2541 2421
2542 if (save_life (op)) 2422 if (save_life (op))
2543 return; 2423 return;
2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2544 2462
2545 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2546 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2547 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2548 */ 2466 */
2549 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2550 { 2468 {
2551 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2552 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2553
2554 /* restore player */
2555 at = archetype::find ("poisoning");
2556 if (object *tmp = present_arch_in_ob (at, op))
2557 {
2558 tmp->destroy ();
2559 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2560 }
2561
2562 at = archetype::find ("confusion");
2563 if (object *tmp = present_arch_in_ob (at, op))
2564 {
2565 tmp->destroy ();
2566 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2567 }
2568
2569 cure_disease (op, 0, 0); /* remove any disease */
2570 op->stats.hp = op->stats.maxhp;
2571 if (op->stats.food <= 0)
2572 op->stats.food = 999;
2573 2470
2574 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2575 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2576 { 2473 {
2577 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2588 } 2485 }
2589 2486
2590 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2591 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2592 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2593 return; 2492 return;
2594 } 2493 }
2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2595 2497
2596 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2597 2499
2598 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2599 2501
2694 } 2596 }
2695 } 2597 }
2696 2598
2697 if (lose_this_stat) 2599 if (lose_this_stat)
2698 { 2600 {
2699 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2700 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2701 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2702 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2703 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2704 * difference. 2606 * difference.
2718 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2719 if (!lost_a_stat) 2621 if (!lost_a_stat)
2720 { 2622 {
2721 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2722 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2723 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2724 2626
2725 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2726 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2727 else 2629 else
2728 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2729 } 2631 }
2730#else 2632#else
2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2732#endif 2634#endif
2733 2635
2734 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2735 * exp loss on the stone. 2637 * exp loss on the stone.
2736 */ 2638 */
2743 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2744 2646
2745 /**************************************/ 2647 /**************************************/
2746 /* */ 2648 /* */
2747 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2748 /* if we died cause of food, give us */
2749 /* food, and reset HP's... */
2750 /* */ 2650 /* */
2751 /**************************************/ 2651 /**************************************/
2752 2652
2753 /* remove any poisoning and confusion the character may be suffering. */
2754 /* restore player */
2755 at = archetype::find ("poisoning");
2756 tmp = present_arch_in_ob (at, op);
2757
2758 if (tmp)
2759 {
2760 tmp->destroy ();
2761 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2762 }
2763
2764 at = archetype::find ("confusion");
2765 tmp = present_arch_in_ob (at, op);
2766 if (tmp)
2767 {
2768 tmp->destroy ();
2769 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2770 }
2771
2772 cure_disease (op, 0, 0); /* remove any disease */
2773
2774 // remove all spell effects that are active
2775 // to avoid long-term effects such as word-of-recall
2776 for (object *item = op->inv; item; )
2777 {
2778 object *next = item->below;
2779
2780 if (item->type == SPELL_EFFECT && item->active)
2781 item->destroy ();
2782
2783 item = next;
2784 }
2785
2786 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2787 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2788
2789 if (op->stats.food < 100)
2790 op->stats.food = 900;
2791
2792 op->stats.hp = op->stats.maxhp;
2793 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2794 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2795 2655
2796 /* 2656 /*
2797 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2798 * and put them back in the map. 2658 * and put them back in the map.
2799 */ 2659 */
2836 2696
2837 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2838 op->update_stats (); 2698 op->update_stats ();
2839 } 2699 }
2840 2700
2841 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2842} 2702}
2843 2703
2844void 2704void
2845loot_object (object *op) 2705loot_object (object *op)
2846{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2984 level = ob->map->darklevel () - 2; 2844 level = ob->map->darklevel () - 2;
2985 2845
2986 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
2987 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
2988 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
2989 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
2990 level = -(10 + (2 * ob->map->darklevel ())); 2850 level = -(10 + (2 * ob->map->darklevel ()));
2991 2851
2992 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
2993 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;

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