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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 1.243 by root, Sat Nov 7 18:30:06 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
252 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
254 140
255 activate (); 141 activate ();
256 142
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
263} 145}
264 146
265void 147void
281 ns->reset_stats (); 163 ns->reset_stats ();
282 ns->pl = 0; 164 ns->pl = 0;
283 ns = 0; 165 ns = 0;
284 } 166 }
285 167
286 observe = ob; 168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
287 171
288 deactivate (); 172 deactivate ();
289} 173}
174
175//-GPL
290 176
291// the need for this function can be explained 177// the need for this function can be explained
292// by load_object not returning the object 178// by load_object not returning the object
293void 179void
294player::set_object (object *op) 180player::set_object (object *op)
295{ 181{
296 ob = observe = op; 182 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
298 184
299 ob->speed = 1.0f; 185 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 186 ob->speed_left = 0.5f;
301 187
330} 216}
331 217
332void 218void
333player::set_observe (object *op) 219player::set_observe (object *op)
334{ 220{
335 observe = op ? op : ob; 221 observe = viewpoint = op ? op : ob;
336 do_los = 1; 222 do_los = 1;
337} 223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
338 233
339player::player () 234player::player ()
340{ 235{
341 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 237 * we deal with that below this point.
369 { 264 {
370 ob->destroy_inv (false); 265 ob->destroy_inv (false);
371 ob->destroy (); 266 ob->destroy ();
372 } 267 }
373 268
374 ob = observe = 0; 269 ob = observe = viewpoint = 0;
375} 270}
376 271
377player::~player () 272player::~player ()
378{ 273{
379 /* Clear item stack */ 274 /* Clear item stack */
380 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
381} 304}
382 305
383/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
385 * mode. 308 * mode.
396 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
397 320
398 set_first_map (pl->ob); 321 set_first_map (pl->ob);
399 322
400 return pl; 323 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 324}
430 325
431object * 326object *
432get_nearest_player (object *mon) 327get_nearest_player (object *mon)
433{ 328{
673 op->destroy (); 568 op->destroy ();
674 continue; 569 continue;
675 } 570 }
676 } 571 }
677 572
678 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 576 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
685 { 578 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 581 {
694 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 585 break;
697 } 586 }
698 587
699 if (op->nrof > 1) 588 if (op->nrof > 1)
700 op->nrof = 1; 589 op->nrof = 1;
701 } 590 }
702 591
855player::chargen_race_done () 744player::chargen_race_done ()
856{ 745{
857 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 747 esrv_new_player (ob->contr);
859 748
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 750 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
863 752
864 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 809 ob->stats.grace = 0;
921} 810}
922 811
923void 812static void
924flee_player (object *op) 813flee_player (object *op)
925{ 814{
926 int dir, diff; 815 int dir, diff;
927 rv_vector rv; 816 rv_vector rv;
928 817
1014 if (op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1015 { 904 {
1016 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 906 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 909 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 911
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 913 }
1025 914
1026 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
1221 } 1110 }
1222 1111
1223 /* careful: chairs and tables are weapons! */ 1112 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON) 1113 if (op->contr->mode & PU_ALLWEAPON)
1225 { 1114 {
1226 if (tmp->type == WEAPON && tmp->name != NULL) 1115 if (tmp->type == WEAPON)
1227 { 1116 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 { 1117 {
1231 CHK_PICK_PICKUP; 1118 CHK_PICK_PICKUP;
1232 continue; 1119 continue;
1233 } 1120 }
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 } 1121 }
1245 1122
1246 /* misc stuff that's useful */ 1123 /* misc stuff that's useful */
1247 if (op->contr->mode & PU_KEY) 1124 if (op->contr->mode & PU_KEY)
1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1269 fprintf (stderr, "%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1270 } 1147 }
1271 else 1148 else
1272 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1273 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1275#endif 1152#endif
1276 CHK_PICK_PICKUP; 1153 CHK_PICK_PICKUP;
1277 continue; 1154 continue;
1278 } 1155 }
1279 } /* the new pickup model */ 1156 } /* the new pickup model */
1280 } 1157 }
1281 1158
1282 return !stop; 1159 return !stop;
1283} 1160}
1284 1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1195}
1196
1285/* 1197/*
1286 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1287 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1288 * found object is returned. 1200 * found object is returned.
1289 */ 1201 */
1290object * 1202static object *
1291find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1292{ 1204{
1293 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp); 1207 return splay (tmp);
1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1310 * against the target. A full test is not performed, simply a basic test 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1313 */ 1225 */
1314object * 1226static object *
1315find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1316{ 1228{
1317 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1318 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1319 1231
1320 if (!type) 1232 if (!type)
1324 { 1236 {
1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1326 { 1238 {
1327 i = 0; 1239 i = 0;
1328 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1329 if (i > betterby) 1242 if (i > betterby)
1330 { 1243 {
1331 tmp = ntmp; 1244 tmp = ntmp;
1332 betterby = i; 1245 betterby = i;
1333 } 1246 }
1334 } 1247 }
1335 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1336 { 1249 {
1337 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1339 { 1252 {
1340 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1341 { 1254 {
1342 *better = 100; 1255 *better = 100;
1343 return arrow; 1256 return arrow;
1358 { 1271 {
1359 tmp = arrow; 1272 tmp = arrow;
1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1361 } 1274 }
1362 } 1275 }
1276
1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1364 { 1278 {
1365 tmp = arrow; 1279 tmp = arrow;
1366 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1367 } 1281 }
1282
1368 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1369 { 1284 {
1370 tmp = arrow; 1285 tmp = arrow;
1371 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1372 } 1287 }
1385 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1386 * op = the shooter 1301 * op = the shooter
1387 * type = bow->race 1302 * type = bow->race
1388 * dir = fire direction 1303 * dir = fire direction
1389 */ 1304 */
1390object * 1305static object *
1391pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1392{ 1307{
1393 object *tmp = NULL; 1308 object *tmp = NULL;
1394 maptile *m; 1309 maptile *m;
1395 int i, mflags, found, number; 1310 int i, mflags, found, number;
1396 sint16 x, y; 1311 sint16 x, y;
1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1483 return 0; 1398 return 0;
1484 } 1399 }
1485 1400
1486 // optimisation: move object to top so we will find it quickly again 1401 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below) 1402 splay (bow);
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1492 } 1403 }
1493 1404
1494 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1495 { 1406 {
1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1542 arrow->direction = dir; 1453 arrow->direction = dir;
1543 1454
1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1547 1458 arrow->custom_name = arrow->slaying;
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550 1459
1551#if 0 1460#if 0
1552 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1553 { 1462 {
1554 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1616 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1617 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1618 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1619 * hence the function name. 1528 * hence the function name.
1620 */ 1529 */
1621int 1530static int
1622player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1623{ 1532{
1624 int ret; 1533 int ret;
1625 1534
1626 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1654} 1563}
1655 1564
1656/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1657 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1658 */ 1567 */
1659void 1568static void
1660fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1661{ 1570{
1662 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1663 1572
1664 if (!item) 1573 if (!item)
1686 return; 1595 return;
1687 } 1596 }
1688 } 1597 }
1689 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1690 { 1599 {
1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1692 1601
1693 // using the maximum of the rods charge allows at least one spell cast 1602 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods. 1603 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1696 { 1605 {
1697 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1698 1607
1699 if (item->type == ROD) 1608 if (item->type == ROD)
1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 case BOW: 1677 case BOW:
1769 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1770 break; 1679 break;
1771 1680
1772 case SPELL: 1681 case SPELL:
1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1774 break; 1683 break;
1775 1684
1776 case BUILDER: 1685 case BUILDER:
1777 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1778 break; 1687 break;
1787 } 1696 }
1788 1697
1789 return true; 1698 return true;
1790} 1699}
1791 1700
1792/* find_key 1701static 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) 1702find_key_ (object *pl, object *container, object *door)
1804{ 1703{
1805 object *tmp, *key; 1704 object *tmp, *key;
1806 1705
1807 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1808 if (!container->inv) 1707 if (!container->inv)
1811 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1812 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1813 { 1712 {
1814 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1815 break; 1714 break;
1715
1816 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1817 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1818 */ 1718 */
1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1820 break; 1720 break;
1826 * a key, return 1726 * a key, return
1827 */ 1727 */
1828 if (!tmp) 1728 if (!tmp)
1829 { 1729 {
1830 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1831 {
1832 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1833 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1834 {
1835 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1836 return key; 1734 return key;
1837 }
1838 }
1839 1735
1840 if (!tmp) 1736 if (!tmp)
1841 return NULL; 1737 return 0;
1842 } 1738 }
1843 1739
1844 /* We get down here if we have found a key. Now if its in a container, 1740 /* 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 1741 * see if we actually want to use it
1846 */ 1742 */
1847 if (pl != container) 1743 if (pl != container)
1848 { 1744 {
1849 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1850 if (!pl->contr) 1746 if (!pl->contr)
1851 return NULL; 1747 return 0;
1748
1852 /* cases where this fails: 1749 /* cases where this fails:
1853 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1854 * are not in the players inventory. 1751 * are not in the players inventory.
1855 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1856 * containers can be used. 1753 * containers can be used.
1860 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1861 * 1758 *
1862 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1863 * all the others. 1760 * all the others.
1864 */ 1761 */
1865 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1866 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1867 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1868 { 1765 {
1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 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)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1871 return NULL; 1768 return NULL;
1872 } 1769 }
1873 } 1770 }
1874 1771
1875 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1876} 1798}
1877 1799
1878/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1879 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1880 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1930 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
1931 */ 1853 */
1932bool 1854bool
1933move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
1934{ 1856{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
1935 int on_battleground; 1863 int on_battleground;
1936 1864
1937 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
1938 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
1939 1867
1940 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1941 1869
1942 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1943 return false; 1871 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 1872
1951 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * player. This is a pretty nasty hack, because if we could
2096} 2018}
2097 2019
2098bool 2020bool
2099move_player (object *op, int dir) 2021move_player (object *op, int dir)
2100{ 2022{
2101 int pick;
2102
2103 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2104 return 0; 2024 return 0;
2105 2025
2106 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2107 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2118 2038
2119 if (op->flag [FLAG_HIDDEN]) 2039 if (op->flag [FLAG_HIDDEN])
2120 do_hidden_move (op); 2040 do_hidden_move (op);
2121 2041
2122 bool retval; 2042 bool retval;
2043 int pick = 0;
2123 2044
2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2125 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2126 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2127 retval = fire (op, dir); 2048 retval = fire (op, dir);
2184 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2185 2106
2186 return false; 2107 return false;
2187} 2108}
2188 2109
2189int 2110static int
2190save_life (object *op) 2111save_life (object *op)
2191{ 2112{
2192 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2193 return 0; 2114 return 0;
2194 2115
2241void 2162void
2242object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2243{ 2164{
2244 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2245 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2246}
2247
2248/*
2249 * Returns pointer a static string containing gravestone text
2250 * Moved from apply.c to player.c - player.c is what
2251 * actually uses this function. player.c may not be quite the
2252 * best, a misc file for object actions is probably better,
2253 * but there isn't one in the server directory.
2254 */
2255const char *
2256gravestone_text (object *op)
2257{
2258 static dynbuf_text buf;
2259
2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2263 if (op->type == PLAYER)
2264 buf << " the " << op->contr->title;
2265
2266 buf << "\n\n";
2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2272 if (op->type == PLAYER)
2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2274
2275 {
2276 static char buf2[128];
2277 time_t now = time (NULL);
2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2279 buf << buf2;
2280 }
2281
2282 return buf;
2283} 2167}
2284 2168
2285void 2169void
2286do_some_living (object *op) 2170do_some_living (object *op)
2287{ 2171{
2531 */ 2415 */
2532void 2416void
2533kill_player (object *op) 2417kill_player (object *op)
2534{ 2418{
2535 int x, y; 2419 int x, y;
2536 char buf[MAX_BUF];
2537 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2538 int will_kill_again; 2421 int will_kill_again;
2539 archetype *at; 2422 archetype *at;
2540 object *tmp; 2423 object *tmp;
2541 2424
2542 if (save_life (op)) 2425 if (save_life (op))
2543 return; 2426 return;
2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2544 2465
2545 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* 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. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2547 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2548 */ 2469 */
2549 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2550 { 2471 {
2551 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 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 2473
2574 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2575 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2576 { 2476 {
2577 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2578 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2579 tmp->msg = format ( 2479 tmp->msg = format (
2580 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 } 2488 }
2589 2489
2590 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2591 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2592 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2593 return; 2495 return;
2594 } 2496 }
2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2595 2500
2596 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2597 2502
2598 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2599 2504
2650 lost_a_stat = 1; 2555 lost_a_stat = 1;
2651 } 2556 }
2652 else 2557 else
2653 { 2558 {
2654 /* deplete a stat */ 2559 /* deplete a stat */
2655 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2656 object *dep; 2561 object *dep;
2657 2562
2658 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2659 if (!dep) 2564 if (!dep)
2660 { 2565 {
2694 } 2599 }
2695 } 2600 }
2696 2601
2697 if (lose_this_stat) 2602 if (lose_this_stat)
2698 { 2603 {
2699 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2700 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2701 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2702 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2703 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2704 * difference. 2609 * difference.
2718 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2719 if (!lost_a_stat) 2624 if (!lost_a_stat)
2720 { 2625 {
2721 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2722 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2723 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2724 2629
2725 if (god && (strcmp (god, "none"))) 2630 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); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2727 else 2632 else
2728 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2729 } 2634 }
2730#else 2635#else
2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2732#endif 2637#endif
2733 2638
2734 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2735 * exp loss on the stone. 2640 * exp loss on the stone.
2736 */ 2641 */
2737 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2738 tmp->name = format ("%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2739 tmp->name_pl = format ("%s's gravestones", &op->name); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2741 &op->name, op->contr->title, op->contr->killer_name ()); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2742 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2743 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2744 2649
2745 /**************************************/ 2650 /**************************************/
2746 /* */ 2651 /* */
2747 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2748 /* if we died cause of food, give us */
2749 /* food, and reset HP's... */
2750 /* */ 2653 /* */
2751 /**************************************/ 2654 /**************************************/
2752 2655
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)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2787 apply_death_exp_penalty (op); 2657 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 2658
2796 /* 2659 /*
2797 * Check to see if the player has any unpaid items. If so, remove them 2660 * Check to see if the player has any unpaid items. If so, remove them
2798 * and put them back in the map. 2661 * and put them back in the map.
2799 */ 2662 */
2836 2699
2837 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2838 op->update_stats (); 2701 op->update_stats ();
2839 } 2702 }
2840 2703
2841 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2842} 2705}
2843 2706
2844void 2707static void
2845loot_object (object *op) 2708loot_object (object *op)
2846{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2847 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2848 2711
2849 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2984 level = ob->map->darklevel () - 2; 2847 level = ob->map->darklevel () - 2;
2985 2848
2986 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
2987 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
2988 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
2989 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
2990 level = -(10 + (2 * ob->map->darklevel ())); 2853 level = -(10 + (2 * ob->map->darklevel ()));
2991 2854
2992 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
2993 for (i = 0, x = ob->x, y = ob->y; 2856 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1; 2857 i <= SIZEOFFREE1;
3151 } 3014 }
3152 3015
3153 return 0; 3016 return 0;
3154} 3017}
3155 3018
3156/* routine for both players and monsters. We call this when
3157 * there is a possibility for our action distrubing our hiding
3158 * place or invisiblity spell. Artefact invisiblity causes
3159 * "noise" instead. If we arent invisible to begin with, we
3160 * return 0.
3161 */
3162int
3163action_makes_visible (object *op)
3164{
3165 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3166 {
3167 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 {
3169 // artefact invisibility is permanent, but we still make noise
3170 // this is important for game-balance.
3171 if (op->contr)
3172 op->make_noise ();
3173
3174 return 0;
3175 }
3176
3177 if (op->contr && op->contr->tmp_invis == 0)
3178 return 0;
3179
3180 /* If monsters, they should become visible */
3181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3182 {
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3184 return 1;
3185 }
3186 }
3187
3188 return 0;
3189}
3190
3191/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3192 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3193 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3194 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3195 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3023 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3415 3243
3416 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3417 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3418} 3246}
3419 3247
3248//-GPL
3249
3420sint8 3250sint8
3421player::darkness_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3422{ 3252{
3423 if (!ns) 3253 if (!ns)
3424 return LOS_BLOCKED; 3254 return LOS_BLOCKED;

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