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Comparing deliantra/server/server/player.C (file contents):
Revision 1.228 by elmex, Sun Jan 18 17:50:19 2009 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{
849player::chargen_race_done () 744player::chargen_race_done ()
850{ 745{
851 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
852 esrv_new_player (ob->contr); 747 esrv_new_player (ob->contr);
853 748
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 750 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
857 752
858 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
912 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
913 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
914 ob->stats.grace = 0; 809 ob->stats.grace = 0;
915} 810}
916 811
917void 812static void
918flee_player (object *op) 813flee_player (object *op)
919{ 814{
920 int dir, diff; 815 int dir, diff;
921 rv_vector rv; 816 rv_vector rv;
922 817
1008 if (op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1009 { 904 {
1010 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1011 const char *str = tmp->name 906 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1013 &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))))
1014 : format ("item name: %s item type: %d weight/value: %d", 909 : format ("item name: %s item type: %d weight/value: %d",
1015 &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))));
1016 911
1017 new_draw_info (NDI_UNIQUE, 0, op, str); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 } 913 }
1019 914
1020 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
1251 fprintf (stderr, "%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1252 } 1147 }
1253 else 1148 else
1254 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1255 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1256 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))));
1257#endif 1152#endif
1258 CHK_PICK_PICKUP; 1153 CHK_PICK_PICKUP;
1259 continue; 1154 continue;
1260 } 1155 }
1261 } /* the new pickup model */ 1156 } /* the new pickup model */
1262 } 1157 }
1263 1158
1264 return !stop; 1159 return !stop;
1265} 1160}
1266 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
1267/* 1197/*
1268 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1269 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1270 * found object is returned. 1200 * found object is returned.
1271 */ 1201 */
1272object * 1202static object *
1273find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1274{ 1204{
1275 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp); 1207 return splay (tmp);
1291 * 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
1292 * 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
1293 * 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
1294 * 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.
1295 */ 1225 */
1296object * 1226static object *
1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1298{ 1228{
1299 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1300 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1301 1231
1370 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1371 * op = the shooter 1301 * op = the shooter
1372 * type = bow->race 1302 * type = bow->race
1373 * dir = fire direction 1303 * dir = fire direction
1374 */ 1304 */
1375object * 1305static object *
1376pick_arrow_target (object *op, shstr_cmp type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1377{ 1307{
1378 object *tmp = NULL; 1308 object *tmp = NULL;
1379 maptile *m; 1309 maptile *m;
1380 int i, mflags, found, number; 1310 int i, mflags, found, number;
1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1468 return 0; 1398 return 0;
1469 } 1399 }
1470 1400
1471 // 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
1472 if (bow->below) 1402 splay (bow);
1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1477 } 1403 }
1478 1404
1479 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1480 { 1406 {
1481 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);
1527 arrow->direction = dir; 1453 arrow->direction = dir;
1528 1454
1529 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 */
1530 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1531 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1532 1458 arrow->custom_name = arrow->slaying;
1533 if (arrow->slaying)
1534 arrow->spellarg = strdup (arrow->slaying);
1535 1459
1536#if 0 1460#if 0
1537 if (player *pl = op->contr) 1461 if (player *pl = op->contr)
1538 { 1462 {
1539 float speed = pl->weapon_sp; 1463 float speed = pl->weapon_sp;
1601 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1602 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1603 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1604 * hence the function name. 1528 * hence the function name.
1605 */ 1529 */
1606int 1530static int
1607player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1608{ 1532{
1609 int ret; 1533 int ret;
1610 1534
1611 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1639} 1563}
1640 1564
1641/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1642 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1643 */ 1567 */
1644void 1568static void
1645fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1646{ 1570{
1647 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1648 1572
1649 if (!item) 1573 if (!item)
1671 return; 1595 return;
1672 } 1596 }
1673 } 1597 }
1674 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1675 { 1599 {
1676 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);
1677 1601
1678 // 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
1679 // for a rod or horn, this fixes some broken rods. 1603 // for a rod or horn, this fixes some broken rods.
1680 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1681 { 1605 {
1682 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1683 1607
1684 if (item->type == ROD) 1608 if (item->type == ROD)
1685 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));
1753 case BOW: 1677 case BOW:
1754 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1755 break; 1679 break;
1756 1680
1757 case SPELL: 1681 case SPELL:
1758 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);
1759 break; 1683 break;
1760 1684
1761 case BUILDER: 1685 case BUILDER:
1762 apply_map_builder (op, dir); 1686 apply_map_builder (op, dir);
1763 break; 1687 break;
1772 } 1696 }
1773 1697
1774 return true; 1698 return true;
1775} 1699}
1776 1700
1777/* find_key 1701static object *
1778 * We try to find a key for the door as passed. If we find a key
1779 * and successfully use it, we return the key, otherwise NULL
1780 * This function merges both normal and locked door, since the logic
1781 * for both is the same - just the specific key is different.
1782 * pl is the player,
1783 * inv is the objects inventory to searched
1784 * door is the door we are trying to match against.
1785 * This function can be called recursively to search containers.
1786 */
1787object *
1788find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1789{ 1703{
1790 object *tmp, *key; 1704 object *tmp, *key;
1791 1705
1792 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1793 if (!container->inv) 1707 if (!container->inv)
1796 /* 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 */
1797 for (tmp = container->inv; tmp; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1798 { 1712 {
1799 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1800 break; 1714 break;
1715
1801 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1802 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1803 */ 1718 */
1804 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1805 break; 1720 break;
1811 * a key, return 1726 * a key, return
1812 */ 1727 */
1813 if (!tmp) 1728 if (!tmp)
1814 { 1729 {
1815 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1816 {
1817 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1818 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1819 {
1820 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1821 return key; 1734 return key;
1822 }
1823 }
1824 1735
1825 if (!tmp) 1736 if (!tmp)
1826 return NULL; 1737 return 0;
1827 } 1738 }
1828 1739
1829 /* 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,
1830 * see if we actually want to use it 1741 * see if we actually want to use it
1831 */ 1742 */
1832 if (pl != container) 1743 if (pl != container)
1833 { 1744 {
1834 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1835 if (!pl->contr) 1746 if (!pl->contr)
1836 return NULL; 1747 return 0;
1748
1837 /* cases where this fails: 1749 /* cases where this fails:
1838 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1839 * are not in the players inventory. 1751 * are not in the players inventory.
1840 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1841 * containers can be used. 1753 * containers can be used.
1845 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1846 * 1758 *
1847 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1848 * all the others. 1760 * all the others.
1849 */ 1761 */
1850 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1851 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1852 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1853 { 1765 {
1854 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1855 "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));
1856 return NULL; 1768 return NULL;
1857 } 1769 }
1858 } 1770 }
1859 1771
1860 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);
1861} 1798}
1862 1799
1863/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1864 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1865 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1915 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
1916 */ 1853 */
1917bool 1854bool
1918move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
1919{ 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
1920 int on_battleground; 1863 int on_battleground;
1921 1864
1922 sint16 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
1923 sint16 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
1924 1867
1925 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1926 1869
1927 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1928 return false; 1871 return false;
1929
1930 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1931 {
1932 --op->speed_left;
1933 return true;
1934 }
1935 1872
1936 /* 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
1937 * 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
1938 * 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
1939 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2081} 2018}
2082 2019
2083bool 2020bool
2084move_player (object *op, int dir) 2021move_player (object *op, int dir)
2085{ 2022{
2086 int pick;
2087
2088 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2089 return 0; 2024 return 0;
2090 2025
2091 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2092 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2103 2038
2104 if (op->flag [FLAG_HIDDEN]) 2039 if (op->flag [FLAG_HIDDEN])
2105 do_hidden_move (op); 2040 do_hidden_move (op);
2106 2041
2107 bool retval; 2042 bool retval;
2043 int pick = 0;
2108 2044
2109 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2110 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
2111 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2112 retval = fire (op, dir); 2048 retval = fire (op, dir);
2169 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2170 2106
2171 return false; 2107 return false;
2172} 2108}
2173 2109
2174int 2110static int
2175save_life (object *op) 2111save_life (object *op)
2176{ 2112{
2177 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2178 return 0; 2114 return 0;
2179 2115
2226void 2162void
2227object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2228{ 2164{
2229 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2230 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2231}
2232
2233/*
2234 * Returns pointer a static string containing gravestone text
2235 * Moved from apply.c to player.c - player.c is what
2236 * actually uses this function. player.c may not be quite the
2237 * best, a misc file for object actions is probably better,
2238 * but there isn't one in the server directory.
2239 */
2240const char *
2241gravestone_text (object *op)
2242{
2243 static dynbuf_text buf;
2244
2245 buf << "---- R.I.P. ----\n\n"
2246 << op->name;
2247
2248 if (op->type == PLAYER)
2249 buf << " the " << op->contr->title;
2250
2251 buf << "\n\n";
2252
2253 buf << "who was level ";
2254 buf << (sint32)op->level << "\n\n" // OO breakdown
2255 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2256
2257 if (op->type == PLAYER)
2258 buf << "by " << op->contr->killer_name () << ".\n\n";
2259
2260 {
2261 static char buf2[128];
2262 time_t now = time (NULL);
2263 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2264 buf << buf2;
2265 }
2266
2267 return buf;
2268} 2167}
2269 2168
2270void 2169void
2271do_some_living (object *op) 2170do_some_living (object *op)
2272{ 2171{
2527 return; 2426 return;
2528 2427
2529 dynbuf_text deathtab; 2428 dynbuf_text deathtab;
2530 2429
2531 /* restore player */ 2430 /* restore player */
2532 at = archetype::find ("poisoning"); 2431 at = archetype::find (shstr_poisoning);
2533 if (object *tmp = present_arch_in_ob (at, op)) 2432 if (object *tmp = present_arch_in_ob (at, op))
2534 { 2433 {
2535 tmp->destroy (); 2434 tmp->destroy ();
2536 deathtab << "Your body feels cleansed...\r"; 2435 deathtab << "Your body feels cleansed...\r";
2537 } 2436 }
2538 2437
2539 at = archetype::find ("confusion"); 2438 at = archetype::find (shstr_confusion);
2540 if (object *tmp = present_arch_in_ob (at, op)) 2439 if (object *tmp = present_arch_in_ob (at, op))
2541 { 2440 {
2542 tmp->destroy (); 2441 tmp->destroy ();
2543 deathtab << "Your mind feels clearer...\r"; 2442 deathtab << "Your mind feels clearer...\r";
2544 } 2443 }
2571 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2572 { 2471 {
2573 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2574 2473
2575 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2576 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2577 { 2476 {
2578 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2579 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2580 tmp->msg = format ( 2479 tmp->msg = format (
2581 "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",
2656 lost_a_stat = 1; 2555 lost_a_stat = 1;
2657 } 2556 }
2658 else 2557 else
2659 { 2558 {
2660 /* deplete a stat */ 2559 /* deplete a stat */
2661 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2662 object *dep; 2561 object *dep;
2663 2562
2664 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2665 if (!dep) 2564 if (!dep)
2666 { 2565 {
2738#endif 2637#endif
2739 2638
2740 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2741 * exp loss on the stone. 2640 * exp loss on the stone.
2742 */ 2641 */
2743 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2744 tmp->name = format ("%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2745 tmp->name_pl = format ("%s's gravestones", &op->name); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2746 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",
2747 &op->name, op->contr->title, op->contr->killer_name ()); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2748 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2803 } 2702 }
2804 2703
2805 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2806} 2705}
2807 2706
2808void 2707static void
2809loot_object (object *op) 2708loot_object (object *op)
2810{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2811 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2812 2711
2813 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
3115 } 3014 }
3116 3015
3117 return 0; 3016 return 0;
3118} 3017}
3119 3018
3120/* routine for both players and monsters. We call this when
3121 * there is a possibility for our action distrubing our hiding
3122 * place or invisiblity spell. Artefact invisiblity causes
3123 * "noise" instead. If we arent invisible to begin with, we
3124 * return 0.
3125 */
3126int
3127action_makes_visible (object *op)
3128{
3129 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3130 {
3131 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3132 {
3133 // artefact invisibility is permanent, but we still make noise
3134 // this is important for game-balance.
3135 if (op->contr)
3136 op->make_noise ();
3137
3138 return 0;
3139 }
3140
3141 if (op->contr && op->contr->tmp_invis == 0)
3142 return 0;
3143
3144 /* If monsters, they should become visible */
3145 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3146 {
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3148 return 1;
3149 }
3150 }
3151
3152 return 0;
3153}
3154
3155/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3156 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3157 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3158 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3159 * 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
3379 3243
3380 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3381 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3382} 3246}
3383 3247
3248//-GPL
3249
3384sint8 3250sint8
3385player::darkness_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3386{ 3252{
3387 if (!ns) 3253 if (!ns)
3388 return LOS_BLOCKED; 3254 return LOS_BLOCKED;

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