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Comparing deliantra/server/server/player.C (file contents):
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC vs.
Revision 1.267 by root, Wed Apr 7 18:35:56 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
134 132
135 ns->floorbox_update (); 133 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
139 activate (); 143 activate ();
140 144
141 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
143} 147}
167 // when ns = 0 171 // when ns = 0
168 observe = viewpoint = ob; 172 observe = viewpoint = ob;
169 173
170 deactivate (); 174 deactivate ();
171} 175}
176
177//-GPL
172 178
173// the need for this function can be explained 179// the need for this function can be explained
174// by load_object not returning the object 180// by load_object not returning the object
175void 181void
176player::set_object (object *op) 182player::set_object (object *op)
180 186
181 ob->speed = 1.0f; 187 ob->speed = 1.0f;
182 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
183 189
184 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 191}
213 192
214void 193void
215player::set_observe (object *op) 194player::set_observe (object *op)
216{ 195{
222player::set_viewpoint (object *op) 201player::set_viewpoint (object *op)
223{ 202{
224 viewpoint = op ? op : (object *)observe; 203 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 204 do_los = 1;
226} 205}
206
207//+GPL
227 208
228player::player () 209player::player ()
229{ 210{
230 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 212 * we deal with that below this point.
267{ 248{
268 /* Clear item stack */ 249 /* Clear item stack */
269 free (stack_items); 250 free (stack_items);
270} 251}
271 252
253/*
254 * get_player_archetype() return next player archetype from archetype
255 * list. Not very efficient routine, but used only creating new players.
256 * Note: there MUST be at least one player archetype!
257 */
258static archetype *
259get_player_archetype (archetype *at)
260{
261 // archetypes could have been reloaded
262 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
263
264 if (!nat)
265 return at;
266
267 archvec::iterator i = archetypes.find (nat);
268
269 for (;;)
270 {
271 if (++i == archetypes.end ())
272 i = archetypes.begin ();
273 else if (*i == at)
274 cleanup ("not a single player archetype found");
275
276 if ((*i)->type == PLAYER)
277 return *i;
278 }
279}
280
272/* Tries to add player on the connection passed in ns. 281/* Tries to add player on the connection passed in ns.
273 * All we can really get in this is some settings like host and display 282 * All we can really get in this is some settings like host and display
274 * mode. 283 * mode.
275 */ 284 */
276player * 285player *
277player::create () 286player::create ()
278{ 287{
279 player *pl = new player; 288 player *pl = new player;
280 289
281 pl->set_object (arch_to_object (get_player_archetype (0))); 290 pl->set_object (get_player_archetype (0)->instance ());
282 291
283 pl->ob->roll_stats (); 292 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 293 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 294 pl->ob->run_away = 25; /* Then we panick... */
286 295
287 set_first_map (pl->ob); 296 set_first_map (pl->ob);
288 297
289 return pl; 298 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 299}
319 300
320object * 301object *
321get_nearest_player (object *mon) 302get_nearest_player (object *mon)
322{ 303{
631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 612 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
632} 613}
633 614
634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 615/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
635static int 616static int
636roll_stat (void) 617roll_stat ()
637{ 618{
638 int a[4], i, j, k; 619 int a[4], i, j, k;
639 620
640 for (i = 0; i < 4; i++) 621 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 622 a[i] = (int) rndm (6) + 1;
738player::chargen_race_done () 719player::chargen_race_done ()
739{ 720{
740 /* this must before then initial items are given */ 721 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 722 esrv_new_player (ob->contr);
742 723
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 724 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 725 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 726 create_treasure (tl, ob, 0, 0, 0);
746 727
747 INVOKE_PLAYER (BIRTH, ob->contr); 728 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr); 729 INVOKE_PLAYER (LOGIN, ob->contr);
801 ob->stats.hp = ob->stats.maxhp; 782 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 783 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 784 ob->stats.grace = 0;
804} 785}
805 786
806void 787static void
807flee_player (object *op) 788flee_player (object *op)
808{ 789{
809 int dir, diff; 790 int dir, diff;
810 rv_vector rv; 791 rv_vector rv;
811 792
835 dir = absdir (4 + rv.direction); 816 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 817 for (diff = 0; diff < 3; diff++)
837 { 818 {
838 int m = 1 - rndm (2) * 2; 819 int m = 1 - rndm (2) * 2;
839 820
840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
841 return; 822 return;
842 } 823 }
843 824
844 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
855{ 836{
856 object *tmp, *next; 837 object *tmp, *next;
857 int stop = 0; 838 int stop = 0;
858 int wvratio; 839 int wvratio;
859 840
860 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
862 return 1; 843 return 1;
863 844
864 next = op->below; 845 next = op->below;
865 846
866 int cnt = MAX_ITEM_PER_DROP; 847 int cnt = MAX_ITEM_PER_ACTION;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 848#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868 849
869 /* loop while there are items on the floor that are not marked as 850 /* loop while there are items on the floor that are not marked as
870 * destroyed */ 851 * destroyed */
871 while (next && !next->destroyed ()) 852 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 878 if (op->contr->mode & PU_DEBUG)
898 { 879 {
899 /* some debugging code to figure out item information */ 880 /* some debugging code to figure out item information */
900 const char *str = tmp->name 881 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 882 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 883 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d", 884 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 885 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 886
906 new_draw_info (NDI_UNIQUE, 0, op, str); 887 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 888 }
908 889
909 if (op->contr->mode & PU_INHIBIT) 890 if (op->contr->mode & PU_INHIBIT)
996 continue; 977 continue;
997 } 978 }
998 979
999 /* wands/staves/rods/horns */ 980 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 981 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 982 if (tmp->type == WAND
983 || tmp->type == ROD
984 || tmp->type == HORN
985 || tmp->type == POWER_CRYSTAL)
1002 { 986 {
1003 CHK_PICK_PICKUP; 987 CHK_PICK_PICKUP;
1004 continue; 988 continue;
1005 } 989 }
1006 990
1007 /* pick up all magical items */ 991 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 992 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 993 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
994 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 { 995 {
1011 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1012 continue; 997 continue;
1013 } 998 }
1014 999
1021 } 1006 }
1022 } 1007 }
1023 1008
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1009 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1010 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET) 1011 if (tmp->type == RING
1012 || tmp->type == AMULET
1013 || tmp->type == GIRDLE
1014 || tmp->type == SKILL_TOOL)
1027 { 1015 {
1028 CHK_PICK_PICKUP; 1016 CHK_PICK_PICKUP;
1029 continue; 1017 continue;
1030 } 1018 }
1031 1019
1080 CHK_PICK_PICKUP; 1068 CHK_PICK_PICKUP;
1081 continue; 1069 continue;
1082 } 1070 }
1083 1071
1084 if (op->contr->mode & PU_GLOVES) 1072 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1073 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1074 {
1087 CHK_PICK_PICKUP; 1075 CHK_PICK_PICKUP;
1088 continue; 1076 continue;
1089 } 1077 }
1090 1078
1140 fprintf (stderr, "%s", tmp->name); 1128 fprintf (stderr, "%s", tmp->name);
1141 } 1129 }
1142 else 1130 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1131 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1132 fprintf (stderr, ",%d] = ", tmp->type);
1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1146#endif 1134#endif
1147 CHK_PICK_PICKUP; 1135 CHK_PICK_PICKUP;
1148 continue; 1136 continue;
1149 } 1137 }
1150 } /* the new pickup model */ 1138 } /* the new pickup model */
1151 } 1139 }
1152 1140
1153 return !stop; 1141 return !stop;
1154} 1142}
1155 1143
1144/* routine for both players and monsters. We call this when
1145 * there is a possibility for our action distrubing our hiding
1146 * place or invisiblity spell. Artefact invisiblity causes
1147 * "noise" instead. If we arent invisible to begin with, we
1148 * return 0.
1149 */
1150static int
1151action_makes_visible (object *op)
1152{
1153 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1154 {
1155 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1156 {
1157 // artefact invisibility is permanent, but we still make noise
1158 // this is important for game-balance.
1159 if (op->contr)
1160 op->make_noise ();
1161
1162 return 0;
1163 }
1164
1165 if (op->contr && op->contr->tmp_invis == 0)
1166 return 0;
1167
1168 /* If monsters, they should become visible */
1169 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1172 return 1;
1173 }
1174 }
1175
1176 return 0;
1177}
1178
1156/* 1179/*
1157 * Find an arrow in the inventory and after that 1180 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1181 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1182 * found object is returned.
1160 */ 1183 */
1161object * 1184static object *
1162find_arrow (object *op, const char *type) 1185find_arrow (object *op, const char *type)
1163{ 1186{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1188 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1189 return splay (tmp);
1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1203 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1181 * against the target. A full test is not performed, simply a basic test 1204 * against the target. A full test is not performed, simply a basic test
1182 * of resistances. The archer is making a quick guess at what he sees down 1205 * of resistances. The archer is making a quick guess at what he sees down
1183 * the hall. Failing that it does it's best to pick the highest plus arrow. 1206 * the hall. Failing that it does it's best to pick the highest plus arrow.
1184 */ 1207 */
1185object * 1208static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1209find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1210{
1188 object *tmp = NULL, *arrow, *ntmp; 1211 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1212 int attacknum, attacktype, betterby = 0, i;
1190 1213
1259 * find_better_arrow to find a decent arrow to use. 1282 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1283 * op = the shooter
1261 * type = bow->race 1284 * type = bow->race
1262 * dir = fire direction 1285 * dir = fire direction
1263 */ 1286 */
1264object * 1287static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1288pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1289{
1267 object *tmp = NULL; 1290 object *tmp = NULL;
1268 maptile *m; 1291 maptile *m;
1269 int i, mflags, found, number; 1292 int i, mflags, found, number;
1484 * but monsters can't. Putting that code here 1507 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1508 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1509 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1510 * hence the function name.
1488 */ 1511 */
1489int 1512static int
1490player_fire_bow (object *op, int dir) 1513player_fire_bow (object *op, int dir)
1491{ 1514{
1492 int ret; 1515 int ret;
1493 1516
1494 if (op->contr->bowtype == bow_bestarrow) 1517 if (op->contr->bowtype == bow_bestarrow)
1522} 1545}
1523 1546
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1547/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1548 * Broken apart from 'fire' to keep it more readable.
1526 */ 1549 */
1527void 1550static void
1528fire_misc_object (object *op, int dir) 1551fire_misc_object (object *op, int dir)
1529{ 1552{
1530 object *item = op->contr->ranged_ob; 1553 object *item = op->contr->ranged_ob;
1531 1554
1532 if (!item) 1555 if (!item)
1539 { 1562 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1564 return;
1542 } 1565 }
1543 1566
1544 if (!op->change_weapon (item)) 1567 if (!op->apply (item))
1545 return; 1568 return;
1546 1569
1547 if (item->type == WAND) 1570 if (item->type == WAND)
1548 { 1571 {
1549 if (item->stats.food <= 0) 1572 if (item->stats.food <= 0)
1554 return; 1577 return;
1555 } 1578 }
1556 } 1579 }
1557 else if (item->type == ROD || item->type == HORN) 1580 else if (item->type == ROD || item->type == HORN)
1558 { 1581 {
1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1582 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1560 1583
1561 // using the maximum of the rods charge allows at least one spell cast 1584 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods. 1585 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1586 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1587 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1588 op->contr->play_sound (sound_find ("wand_poof"));
1566 1589
1567 if (item->type == ROD) 1590 if (item->type == ROD)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1600} 1623}
1601 1624
1602/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1603 */ 1626 */
1604bool 1627bool
1605fire (object *op, int dir) 1628fire (object *who, int dir)
1606{ 1629{
1607 int spellcost = 0; 1630 int spellcost = 0;
1608 1631
1609 player *pl = op->contr; 1632 player *pl = who->contr;
1610 1633
1611 if (pl->golem) 1634 if (pl->golem)
1612 { 1635 {
1613 control_golem (op->contr->golem, dir); 1636 control_golem (who->contr->golem, dir);
1614 return false; 1637 return false;
1615 } 1638 }
1616 1639
1617 object *ob = pl->ranged_ob; 1640 object *ob = pl->ranged_ob;
1618 1641
1619 if (!ob) 1642 if (!ob)
1620 return false; 1643 return false;
1621 1644
1622 if (op->speed_left > 0.f) 1645 if (who->speed_left > 0.f)
1623 --op->speed_left; 1646 --who->speed_left;
1624 else 1647 else
1625 return false; 1648 return false;
1626 1649
1627 if (!op->change_weapon (ob)) 1650 if (!who->apply (ob))
1628 return false; 1651 return false;
1629 1652
1630 /* check for loss of invisiblity/hide */ 1653 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1654 if (action_makes_visible (who))
1632 make_visible (op); 1655 make_visible (who);
1633 1656
1634 switch (ob->type) 1657 switch (ob->type)
1635 { 1658 {
1636 case BOW: 1659 case BOW:
1637 player_fire_bow (op, dir); 1660 player_fire_bow (who, dir);
1638 break; 1661 break;
1639 1662
1640 case SPELL: 1663 case SPELL:
1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1642 break; 1665 break;
1643 1666
1644 case BUILDER: 1667 case BUILDER:
1645 apply_map_builder (op, dir); 1668 apply_map_builder (who, dir);
1646 break; 1669 break;
1647 1670
1648 case SKILL: 1671 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1672 do_skill (who, who, ob, dir, 0);
1650 break; 1673 break;
1651 1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1652 default: 1679 default:
1653 fire_misc_object (op, dir); 1680 fire_misc_object (who, dir);
1654 break; 1681 break;
1655 } 1682 }
1656 1683
1657 return true; 1684 return true;
1658} 1685}
1811 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
1812 */ 1839 */
1813bool 1840bool
1814move_player_attack (object *op, int dir) 1841move_player_attack (object *op, int dir)
1815{ 1842{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1817 { 1844 {
1818 --op->speed_left; 1845 --op->speed_left;
1819 return true; 1846 return true;
1820 } 1847 }
1821 1848
1822 int on_battleground;
1823
1824 sint16 nx = freearr_x[dir] + op->x; 1849 sint16 nx = freearr_x[dir] + op->x;
1825 sint16 ny = freearr_y[dir] + op->y; 1850 sint16 ny = freearr_y[dir] + op->y;
1826
1827 on_battleground = op_on_battleground (op, 0, 0);
1828 1851
1829 if (out_of_map (op->map, nx, ny)) 1852 if (out_of_map (op->map, nx, ny))
1830 return false; 1853 return false;
1831 1854
1832 /* If braced, or can't move to the square, and it is not out of the 1855 /* If braced, or can't move to the square, and it is not out of the
1904 } 1927 }
1905 else 1928 else
1906 return false; 1929 return false;
1907 } 1930 }
1908 1931
1932 bool on_battleground = op_on_battleground (op, 0, 0);
1933
1909 /* in certain circumstances, you shouldn't attack friendly 1934 /* in certain circumstances, you shouldn't attack friendly
1910 * creatures. Note that if you are braced, you can't push 1935 * creatures. Note that if you are braced, you can't push
1911 * someone, but put it inside this loop so that you won't 1936 * someone, but put it inside this loop so that you won't
1912 * attack them either. 1937 * attack them either.
1913 */ 1938 */
1977} 2002}
1978 2003
1979bool 2004bool
1980move_player (object *op, int dir) 2005move_player (object *op, int dir)
1981{ 2006{
1982 int pick;
1983
1984 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2007 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1985 return 0; 2008 return 0;
1986 2009
1987 /* Sanity check: make sure dir is valid */ 2010 /* Sanity check: make sure dir is valid */
1988 if ((dir < 0) || (dir >= 9)) 2011 if (dir < 0 || dir >= 9)
1989 { 2012 {
1990 LOG (llevError, "move_player: invalid direction %d\n", dir); 2013 LOG (llevError, "move_player: invalid direction %d\n", dir);
1991 return 0; 2014 return 0;
1992 } 2015 }
1993 2016
1999 2022
2000 if (op->flag [FLAG_HIDDEN]) 2023 if (op->flag [FLAG_HIDDEN])
2001 do_hidden_move (op); 2024 do_hidden_move (op);
2002 2025
2003 bool retval; 2026 bool retval;
2027 int pick = 0;
2004 2028
2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2029 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2006 retval = RESULT_INT (0); 2030 retval = RESULT_INT (0);
2007 else if (op->contr->fire_on) 2031 else if (op->contr->fire_on)
2008 retval = fire (op, dir); 2032 retval = fire (op, dir);
2065 return move_player (op, op->direction); 2089 return move_player (op, op->direction);
2066 2090
2067 return false; 2091 return false;
2068} 2092}
2069 2093
2070int 2094static int
2071save_life (object *op) 2095save_life (object *op)
2072{ 2096{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2097 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2074 return 0; 2098 return 0;
2075 2099
2084 2108
2085 if (op->stats.hp < 0) 2109 if (op->stats.hp < 0)
2086 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2087 2111
2088 if (op->stats.food < 0) 2112 if (op->stats.food < 0)
2089 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2090 2114
2091 op->update_stats (); 2115 op->update_stats ();
2092 return 1; 2116 return 1;
2093 } 2117 }
2094 2118
2122void 2146void
2123object::drop_unpaid_items () 2147object::drop_unpaid_items ()
2124{ 2148{
2125 if (!flag [FLAG_REMOVED]) 2149 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this); 2150 ::drop_unpaid_items (inv, this);
2127}
2128
2129/*
2130 * Returns pointer a static string containing gravestone text
2131 * Moved from apply.c to player.c - player.c is what
2132 * actually uses this function. player.c may not be quite the
2133 * best, a misc file for object actions is probably better,
2134 * but there isn't one in the server directory.
2135 */
2136const char *
2137gravestone_text (object *op)
2138{
2139 static dynbuf_text buf;
2140
2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2144 if (op->type == PLAYER)
2145 buf << " the " << op->contr->title;
2146
2147 buf << "\n\n";
2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2153 if (op->type == PLAYER)
2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2155
2156 {
2157 static char buf2[128];
2158 time_t now = time (NULL);
2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2160 buf << buf2;
2161 }
2162
2163 return buf;
2164} 2151}
2165 2152
2166void 2153void
2167do_some_living (object *op) 2154do_some_living (object *op)
2168{ 2155{
2360 2347
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2348 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2362 { 2349 {
2363 op->statusmsg ("You blindly grab for a bite of food. " 2350 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2351 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 manual_apply (op, tmp, 0); 2352 op->apply (tmp);
2366 2353
2367 if (op->stats.food >= 0 || op->stats.hp < 0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2368 break; 2355 break;
2369 } 2356 }
2370 else if (tmp->type == FLESH) 2357 else if (tmp->type == FLESH)
2376 */ 2363 */
2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2364 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 { 2365 {
2379 op->statusmsg ("You blindly grab for a bite of food. " 2366 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 manual_apply (op, flesh, 0); 2368 op->apply (flesh);
2382 } 2369 }
2383 2370
2384 // If player is still starving, alert him! 2371 // If player is still starving, alert him!
2385 if (op->stats.food < 0) 2372 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! " 2373 op->failmsg ("You are starving! "
2423 return; 2410 return;
2424 2411
2425 dynbuf_text deathtab; 2412 dynbuf_text deathtab;
2426 2413
2427 /* restore player */ 2414 /* restore player */
2428 at = archetype::find ("poisoning"); 2415 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op)) 2416 if (object *tmp = present_arch_in_ob (at, op))
2430 { 2417 {
2431 tmp->destroy (); 2418 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r"; 2419 deathtab << "Your body feels cleansed...\r";
2433 } 2420 }
2434 2421
2435 at = archetype::find ("confusion"); 2422 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op)) 2423 if (object *tmp = present_arch_in_ob (at, op))
2437 { 2424 {
2438 tmp->destroy (); 2425 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r"; 2426 deathtab << "Your mind feels clearer...\r";
2440 } 2427 }
2442 cure_disease (op, 0, 0); /* remove any disease */ 2429 cure_disease (op, 0, 0); /* remove any disease */
2443 2430
2444 max_it (op->stats.hp , op->stats.maxhp); 2431 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp); 2432 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace); 2433 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0) 2434 max_it (op->stats.food , 200);
2449 op->stats.food = 999;
2450 2435
2451 // remove all spell effects that are active 2436 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall 2437 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; ) 2438 for (object *item = op->inv; item; )
2454 { 2439 {
2467 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2468 { 2453 {
2469 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2470 2455
2471 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2472 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 object *tmp = archetype::find (shstr_finger)->instance ();
2473 { 2458
2474 tmp->name = format ("%s's finger" , &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2475 tmp->name_pl = format ("%s's fingers", &op->name); 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2476 tmp->msg = format ( 2461 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title, 2463 &op->name, op->contr->title,
2479 (int)op->level, 2464 (int)op->level,
2480 op->contr->killer_name () 2465 op->contr->killer_name ()
2481 ); 2466 );
2482 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2483 tmp->materialname = "organics"; 2468 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2485 }
2486 2470
2487 /* teleport defeated player to new destination */ 2471 /* teleport defeated player to new destination */
2488 transfer_ob (op, x, y, 0, NULL); 2472 transfer_ob (op, x, y, 0, NULL);
2489 op->contr->braced = 0; 2473 op->contr->braced = 0;
2490 2474
2552 lost_a_stat = 1; 2536 lost_a_stat = 1;
2553 } 2537 }
2554 else 2538 else
2555 { 2539 {
2556 /* deplete a stat */ 2540 /* deplete a stat */
2557 archetype *deparch = archetype::find ("depletion"); 2541 archetype *deparch = archetype::find (shstr_depletion);
2558 object *dep; 2542 object *dep;
2559 2543
2560 dep = present_arch_in_ob (deparch, op); 2544 dep = present_arch_in_ob (deparch, op);
2561 if (!dep) 2545 if (!dep)
2562 { 2546 {
2563 dep = arch_to_object (deparch); 2547 dep = deparch->instance ();
2564 insert_ob_in_ob (dep, op); 2548 insert_ob_in_ob (dep, op);
2565 } 2549 }
2566 lose_this_stat = 1; 2550 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss) 2551 if (settings.balanced_stat_loss)
2568 { 2552 {
2634#endif 2618#endif
2635 2619
2636 /* Put a gravestone up where the character 'almost' died. List the 2620 /* Put a gravestone up where the character 'almost' died. List the
2637 * exp loss on the stone. 2621 * exp loss on the stone.
2638 */ 2622 */
2639 tmp = arch_to_object (archetype::find ("gravestone")); 2623 tmp = archetype::find (shstr_gravestone)->instance ();
2640 tmp->name = format ("%s's gravestone", &op->name); 2624 tmp->name = format ("%s's gravestone", &op->name);
2641 tmp->name_pl = format ("%s's gravestones", &op->name); 2625 tmp->name_pl = format ("%s's gravestones", &op->name);
2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2626 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2643 &op->name, op->contr->title, op->contr->killer_name ()); 2627 &op->name, op->contr->title, op->contr->killer_name ());
2644 tmp->x = op->x, tmp->y = op->y; 2628 tmp->x = op->x, tmp->y = op->y;
2699 } 2683 }
2700 2684
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2685 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702} 2686}
2703 2687
2704void 2688static void
2705loot_object (object *op) 2689loot_object (object *op)
2706{ /* Grab and destroy some treasure */ 2690{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next; 2691 object *tmp, *tmp2, *next;
2708 2692
2709 op->close_container (); /* close open sack first */ 2693 op->close_container (); /* close open sack first */
2740 * fix_weight(): Check recursively the weight of all players, and fix 2724 * fix_weight(): Check recursively the weight of all players, and fix
2741 * what needs to be fixed. Refresh windows and fix speed if anything 2725 * what needs to be fixed. Refresh windows and fix speed if anything
2742 * was changed. 2726 * was changed.
2743 */ 2727 */
2744void 2728void
2745fix_weight (void) 2729fix_weight ()
2746{ 2730{
2747 for_all_players (pl) 2731 for_all_players (pl)
2748 { 2732 {
2749 sint32 old = pl->ob->carrying; 2733 sint32 old = pl->ob->carrying;
2750 2734
2757 } 2741 }
2758 } 2742 }
2759} 2743}
2760 2744
2761void 2745void
2762fix_luck (void) 2746fix_luck ()
2763{ 2747{
2764 for_all_players (pl) 2748 for_all_players (pl)
2765 if (!pl->ob->contr->ns->state) 2749 if (!pl->ob->contr->ns->state)
2766 pl->ob->change_luck (0); 2750 pl->ob->change_luck (0);
2767} 2751}
3011 } 2995 }
3012 2996
3013 return 0; 2997 return 0;
3014} 2998}
3015 2999
3016/* routine for both players and monsters. We call this when
3017 * there is a possibility for our action distrubing our hiding
3018 * place or invisiblity spell. Artefact invisiblity causes
3019 * "noise" instead. If we arent invisible to begin with, we
3020 * return 0.
3021 */
3022int
3023action_makes_visible (object *op)
3024{
3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3034 return 0;
3035 }
3036
3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3039
3040 /* If monsters, they should become visible */
3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3042 {
3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3044 return 1;
3045 }
3046 }
3047
3048 return 0;
3049}
3050
3051/* op_on_battleground - checks if the given object op (usually 3000/* op_on_battleground - checks if the given object op (usually
3052 * a player) is standing on a valid battleground-tile, 3001 * a player) is standing on a valid battleground-tile,
3053 * function returns TRUE/FALSE. If true x, y returns the battleground 3002 * function returns TRUE/FALSE. If true x, y returns the battleground
3054 * -exit-coord. (and if x, y not NULL) 3003 * -exit-coord. (and if x, y not NULL)
3055 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3004 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3074 && tmp->name == shstr_battleground 3023 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 { 3025 {
3077 /* before we assign the exit, check if this is a teambattle */ 3026 /* before we assign the exit, check if this is a teambattle */
3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3027 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3079 {
3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3028 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3029 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3081 { 3030 {
3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3083 {
3084 if (x && y) 3031 if (x && y)
3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3032 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086 3033
3087 return 1; 3034 return 1;
3088 }
3089 } 3035 }
3090 }
3091 3036
3092 if (x && y) 3037 if (x && y)
3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3038 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094 3039
3095 return 1; 3040 return 1;
3233 else 3178 else
3234 j = 1; 3179 j = 1;
3235 strcat (buf, spellpathnames[i]); 3180 strcat (buf, spellpathnames[i]);
3236 } 3181 }
3237 } 3182 }
3183
3238 strcat (buf, "."); 3184 strcat (buf, ".");
3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3240 } 3186 }
3241 3187
3242 /* evtl. adding flags: */ 3188 /* evtl. adding flags: */
3252 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3198 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3253 } 3199 }
3254 else 3200 else
3255 { 3201 {
3256 /* generate misc. treasure */ 3202 /* generate misc. treasure */
3257 tmp = arch_to_object (tr->item); 3203 tmp = tr->item->instance ();
3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3204 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3259 who->insert (tmp); 3205 who->insert (tmp);
3260 } 3206 }
3261} 3207}
3262 3208
3263/** 3209//-GPL
3264 * Unready an object for a player. This function does nothing if the object was
3265 * not readied.
3266 */
3267void
3268player_unready_range_ob (player *pl, object *ob)
3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3272
3273 if (pl->combat_ob == ob)
3274 pl->combat_ob = 0;
3275
3276 if (pl->ranged_ob == ob)
3277 pl->ranged_ob = 0;
3278}
3279 3210
3280sint8 3211sint8
3281player::darkness_at (maptile *map, int x, int y) const 3212player::darkness_at (maptile *map, int x, int y) const
3282{ 3213{
3283 if (!ns) 3214 if (!ns)

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