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Comparing deliantra/server/server/player.C (file contents):
Revision 1.235 by root, Wed Nov 4 17:24:00 2009 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

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>
168 observe = viewpoint = ob; 170 observe = viewpoint = ob;
169 171
170 deactivate (); 172 deactivate ();
171} 173}
172 174
175//-GPL
176
173// the need for this function can be explained 177// the need for this function can be explained
174// by load_object not returning the object 178// by load_object not returning the object
175void 179void
176player::set_object (object *op) 180player::set_object (object *op)
177{ 181{
223{ 227{
224 viewpoint = op ? op : (object *)observe; 228 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 229 do_los = 1;
226} 230}
227 231
232//+GPL
233
228player::player () 234player::player ()
229{ 235{
230 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 237 * we deal with that below this point.
232 */ 238 */
267{ 273{
268 /* Clear item stack */ 274 /* Clear item stack */
269 free (stack_items); 275 free (stack_items);
270} 276}
271 277
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 }
304}
305
272/* Tries to add player on the connection passed in ns. 306/* 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 307 * All we can really get in this is some settings like host and display
274 * mode. 308 * mode.
275 */ 309 */
276player * 310player *
285 pl->ob->run_away = 25; /* Then we panick... */ 319 pl->ob->run_away = 25; /* Then we panick... */
286 320
287 set_first_map (pl->ob); 321 set_first_map (pl->ob);
288 322
289 return pl; 323 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} 324}
319 325
320object * 326object *
321get_nearest_player (object *mon) 327get_nearest_player (object *mon)
322{ 328{
738player::chargen_race_done () 744player::chargen_race_done ()
739{ 745{
740 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 747 esrv_new_player (ob->contr);
742 748
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 750 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
746 752
747 INVOKE_PLAYER (BIRTH, ob->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
801 ob->stats.hp = ob->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 809 ob->stats.grace = 0;
804} 810}
805 811
806void 812static void
807flee_player (object *op) 813flee_player (object *op)
808{ 814{
809 int dir, diff; 815 int dir, diff;
810 rv_vector rv; 816 rv_vector rv;
811 817
897 if (op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
898 { 904 {
899 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
900 const char *str = tmp->name 906 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 907 ? 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)))) 908 &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", 909 : 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)))); 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 911
906 new_draw_info (NDI_UNIQUE, 0, op, str); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 913 }
908 914
909 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
1140 fprintf (stderr, "%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1141 } 1147 }
1142 else 1148 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1152#endif
1147 CHK_PICK_PICKUP; 1153 CHK_PICK_PICKUP;
1148 continue; 1154 continue;
1149 } 1155 }
1150 } /* the new pickup model */ 1156 } /* the new pickup model */
1151 } 1157 }
1152 1158
1153 return !stop; 1159 return !stop;
1154} 1160}
1155 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
1156/* 1197/*
1157 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1200 * found object is returned.
1160 */ 1201 */
1161object * 1202static object *
1162find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1163{ 1204{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1207 return splay (tmp);
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1225 */
1185object * 1226static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1228{
1188 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1190 1231
1259 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1301 * op = the shooter
1261 * type = bow->race 1302 * type = bow->race
1262 * dir = fire direction 1303 * dir = fire direction
1263 */ 1304 */
1264object * 1305static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1307{
1267 object *tmp = NULL; 1308 object *tmp = NULL;
1268 maptile *m; 1309 maptile *m;
1269 int i, mflags, found, number; 1310 int i, mflags, found, number;
1484 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1528 * hence the function name.
1488 */ 1529 */
1489int 1530static int
1490player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1491{ 1532{
1492 int ret; 1533 int ret;
1493 1534
1494 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1522} 1563}
1523 1564
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1526 */ 1567 */
1527void 1568static void
1528fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1529{ 1570{
1530 object *item = op->contr->ranged_ob; 1571 object *item = op->contr->ranged_ob;
1531 1572
1532 if (!item) 1573 if (!item)
1554 return; 1595 return;
1555 } 1596 }
1556 } 1597 }
1557 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1558 { 1599 {
1559 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);
1560 1601
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1603 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1605 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1566 1607
1567 if (item->type == ROD) 1608 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)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1655 } 1696 }
1656 1697
1657 return true; 1698 return true;
1658} 1699}
1659 1700
1660/* find_key 1701static object *
1661 * We try to find a key for the door as passed. If we find a key
1662 * and successfully use it, we return the key, otherwise NULL
1663 * This function merges both normal and locked door, since the logic
1664 * for both is the same - just the specific key is different.
1665 * pl is the player,
1666 * inv is the objects inventory to searched
1667 * door is the door we are trying to match against.
1668 * This function can be called recursively to search containers.
1669 */
1670object *
1671find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1672{ 1703{
1673 object *tmp, *key; 1704 object *tmp, *key;
1674 1705
1675 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1676 if (!container->inv) 1707 if (!container->inv)
1697 if (!tmp) 1728 if (!tmp)
1698 { 1729 {
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1701 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1702 if ((key = find_key (pl, tmp, door))) 1733 if ((key = find_key_ (pl, tmp, door)))
1703 return key; 1734 return key;
1704 1735
1705 if (!tmp) 1736 if (!tmp)
1706 return 0; 1737 return 0;
1707 } 1738 }
1726 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1727 * 1758 *
1728 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1729 * all the others. 1760 * all the others.
1730 */ 1761 */
1731 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1732 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1734 { 1765 {
1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1736 "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));
1737 return NULL; 1768 return NULL;
1738 } 1769 }
1739 } 1770 }
1740 1771
1741 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);
1742} 1798}
1743 1799
1744/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1745 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1746 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1962} 2018}
1963 2019
1964bool 2020bool
1965move_player (object *op, int dir) 2021move_player (object *op, int dir)
1966{ 2022{
1967 int pick;
1968
1969 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1970 return 0; 2024 return 0;
1971 2025
1972 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
1973 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
1984 2038
1985 if (op->flag [FLAG_HIDDEN]) 2039 if (op->flag [FLAG_HIDDEN])
1986 do_hidden_move (op); 2040 do_hidden_move (op);
1987 2041
1988 bool retval; 2042 bool retval;
2043 int pick = 0;
1989 2044
1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1991 retval = RESULT_INT (0); 2046 retval = RESULT_INT (0);
1992 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
1993 retval = fire (op, dir); 2048 retval = fire (op, dir);
2050 return move_player (op, op->direction); 2105 return move_player (op, op->direction);
2051 2106
2052 return false; 2107 return false;
2053} 2108}
2054 2109
2055int 2110static int
2056save_life (object *op) 2111save_life (object *op)
2057{ 2112{
2058 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2059 return 0; 2114 return 0;
2060 2115
2107void 2162void
2108object::drop_unpaid_items () 2163object::drop_unpaid_items ()
2109{ 2164{
2110 if (!flag [FLAG_REMOVED]) 2165 if (!flag [FLAG_REMOVED])
2111 ::drop_unpaid_items (inv, this); 2166 ::drop_unpaid_items (inv, this);
2112}
2113
2114/*
2115 * Returns pointer a static string containing gravestone text
2116 * Moved from apply.c to player.c - player.c is what
2117 * actually uses this function. player.c may not be quite the
2118 * best, a misc file for object actions is probably better,
2119 * but there isn't one in the server directory.
2120 */
2121const char *
2122gravestone_text (object *op)
2123{
2124 static dynbuf_text buf;
2125
2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2129 if (op->type == PLAYER)
2130 buf << " the " << op->contr->title;
2131
2132 buf << "\n\n";
2133
2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2138 if (op->type == PLAYER)
2139 buf << "by " << op->contr->killer_name () << ".\n\n";
2140
2141 {
2142 static char buf2[128];
2143 time_t now = time (NULL);
2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2145 buf << buf2;
2146 }
2147
2148 return buf;
2149} 2167}
2150 2168
2151void 2169void
2152do_some_living (object *op) 2170do_some_living (object *op)
2153{ 2171{
2408 return; 2426 return;
2409 2427
2410 dynbuf_text deathtab; 2428 dynbuf_text deathtab;
2411 2429
2412 /* restore player */ 2430 /* restore player */
2413 at = archetype::find ("poisoning"); 2431 at = archetype::find (shstr_poisoning);
2414 if (object *tmp = present_arch_in_ob (at, op)) 2432 if (object *tmp = present_arch_in_ob (at, op))
2415 { 2433 {
2416 tmp->destroy (); 2434 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r"; 2435 deathtab << "Your body feels cleansed...\r";
2418 } 2436 }
2419 2437
2420 at = archetype::find ("confusion"); 2438 at = archetype::find (shstr_confusion);
2421 if (object *tmp = present_arch_in_ob (at, op)) 2439 if (object *tmp = present_arch_in_ob (at, op))
2422 { 2440 {
2423 tmp->destroy (); 2441 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r"; 2442 deathtab << "Your mind feels clearer...\r";
2425 } 2443 }
2452 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2453 { 2471 {
2454 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";
2455 2473
2456 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2457 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2458 { 2476 {
2459 tmp->name = format ("%s's finger" , &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2460 tmp->name_pl = format ("%s's fingers", &op->name); 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2461 tmp->msg = format ( 2479 tmp->msg = format (
2462 "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",
2537 lost_a_stat = 1; 2555 lost_a_stat = 1;
2538 } 2556 }
2539 else 2557 else
2540 { 2558 {
2541 /* deplete a stat */ 2559 /* deplete a stat */
2542 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2543 object *dep; 2561 object *dep;
2544 2562
2545 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2546 if (!dep) 2564 if (!dep)
2547 { 2565 {
2619#endif 2637#endif
2620 2638
2621 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2622 * exp loss on the stone. 2640 * exp loss on the stone.
2623 */ 2641 */
2624 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2625 tmp->name = format ("%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2626 tmp->name_pl = format ("%s's gravestones", &op->name); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2627 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",
2628 &op->name, op->contr->title, op->contr->killer_name ()); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2629 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2684 } 2702 }
2685 2703
2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2687} 2705}
2688 2706
2689void 2707static void
2690loot_object (object *op) 2708loot_object (object *op)
2691{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2692 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2693 2711
2694 op->close_container (); /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2996 } 3014 }
2997 3015
2998 return 0; 3016 return 0;
2999} 3017}
3000 3018
3001/* routine for both players and monsters. We call this when
3002 * there is a possibility for our action distrubing our hiding
3003 * place or invisiblity spell. Artefact invisiblity causes
3004 * "noise" instead. If we arent invisible to begin with, we
3005 * return 0.
3006 */
3007int
3008action_makes_visible (object *op)
3009{
3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3011 {
3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3019 return 0;
3020 }
3021
3022 if (op->contr && op->contr->tmp_invis == 0)
3023 return 0;
3024
3025 /* If monsters, they should become visible */
3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3027 {
3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3029 return 1;
3030 }
3031 }
3032
3033 return 0;
3034}
3035
3036/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3037 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3038 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3039 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3040 * 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
3260 3243
3261 if (pl->ranged_ob == ob) 3244 if (pl->ranged_ob == ob)
3262 pl->ranged_ob = 0; 3245 pl->ranged_ob = 0;
3263} 3246}
3264 3247
3248//-GPL
3249
3265sint8 3250sint8
3266player::darkness_at (maptile *map, int x, int y) const 3251player::darkness_at (maptile *map, int x, int y) const
3267{ 3252{
3268 if (!ns) 3253 if (!ns)
3269 return LOS_BLOCKED; 3254 return LOS_BLOCKED;

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