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Comparing deliantra/server/server/player.C (file contents):
Revision 1.230 by root, Sat Jun 27 08:25:36 2009 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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;
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_skills (); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
307 142
308 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
310 switch (op->type) 145 switch (op->type)
311 { 146 {
312 case SKILL: 147 case SKILL:
313 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
314 break; 149 break;
315 150
316 case WAND: 151 case WAND:
317 case ROD: 152 case ROD:
318 case HORN: 153 case HORN:
323 case WEAPON: 158 case WEAPON:
324 combat_ob = op; 159 combat_ob = op;
325 break; 160 break;
326 } 161 }
327 162
163 ob->current_weapon = 0;
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
330} 213}
331 214
332void 215void
333player::set_observe (object *op) 216player::set_observe (object *op)
334{ 217{
335 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
336 do_los = 1; 219 do_los = 1;
337} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
338 230
339player::player () 231player::player ()
340{ 232{
341 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 234 * we deal with that below this point.
369 { 261 {
370 ob->destroy_inv (false); 262 ob->destroy_inv (false);
371 ob->destroy (); 263 ob->destroy ();
372 } 264 }
373 265
374 ob = observe = 0; 266 ob = observe = viewpoint = 0;
375} 267}
376 268
377player::~player () 269player::~player ()
378{ 270{
379 /* Clear item stack */ 271 /* Clear item stack */
380 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
381} 301}
382 302
383/* Tries to add player on the connection passed in ns. 303/* 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 304 * All we can really get in this is some settings like host and display
385 * mode. 305 * mode.
387player * 307player *
388player::create () 308player::create ()
389{ 309{
390 player *pl = new player; 310 player *pl = new player;
391 311
392 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
393 313
394 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
397 317
398 set_first_map (pl->ob); 318 set_first_map (pl->ob);
399 319
400 return pl; 320 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} 321}
430 322
431object * 323object *
432get_nearest_player (object *mon) 324get_nearest_player (object *mon)
433{ 325{
742 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 635}
744 636
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746static int 638static int
747roll_stat (void) 639roll_stat ()
748{ 640{
749 int a[4], i, j, k; 641 int a[4], i, j, k;
750 642
751 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
752 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
849player::chargen_race_done () 741player::chargen_race_done ()
850{ 742{
851 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
852 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
853 745
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 747 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
857 749
858 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
912 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
913 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
914 ob->stats.grace = 0; 806 ob->stats.grace = 0;
915} 807}
916 808
917void 809static void
918flee_player (object *op) 810flee_player (object *op)
919{ 811{
920 int dir, diff; 812 int dir, diff;
921 rv_vector rv; 813 rv_vector rv;
922 814
972 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
973 return 1; 865 return 1;
974 866
975 next = op->below; 867 next = op->below;
976 868
977 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979 871
980 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
981 * destroyed */ 873 * destroyed */
982 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1008 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1009 { 901 {
1010 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1011 const char *str = tmp->name 903 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d", 904 ? 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)))) 905 &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", 906 : 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)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1016 908
1017 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 } 910 }
1019 911
1020 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
1107 continue; 999 continue;
1108 } 1000 }
1109 1001
1110 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1113 { 1008 {
1114 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1115 continue; 1010 continue;
1116 } 1011 }
1117 1012
1118 /* pick up all magical items */ 1013 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 { 1017 {
1122 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1123 continue; 1019 continue;
1124 } 1020 }
1125 1021
1132 } 1028 }
1133 } 1029 }
1134 1030
1135 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1136 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1138 { 1037 {
1139 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1140 continue; 1039 continue;
1141 } 1040 }
1142 1041
1191 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1192 continue; 1091 continue;
1193 } 1092 }
1194 1093
1195 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1197 { 1096 {
1198 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1199 continue; 1098 continue;
1200 } 1099 }
1201 1100
1251 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1252 } 1151 }
1253 else 1152 else
1254 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1255 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1257#endif 1156#endif
1258 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1259 continue; 1158 continue;
1260 } 1159 }
1261 } /* the new pickup model */ 1160 } /* the new pickup model */
1262 } 1161 }
1263 1162
1264 return !stop; 1163 return !stop;
1265} 1164}
1266 1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1199}
1200
1267/* 1201/*
1268 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1269 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1270 * found object is returned. 1204 * found object is returned.
1271 */ 1205 */
1272object * 1206static object *
1273find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1274{ 1208{
1275 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp); 1211 return splay (tmp);
1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * 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 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1295 */ 1229 */
1296object * 1230static object *
1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1298{ 1232{
1299 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1300 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1301 1235
1370 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1371 * op = the shooter 1305 * op = the shooter
1372 * type = bow->race 1306 * type = bow->race
1373 * dir = fire direction 1307 * dir = fire direction
1374 */ 1308 */
1375object * 1309static object *
1376pick_arrow_target (object *op, shstr_cmp type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1377{ 1311{
1378 object *tmp = NULL; 1312 object *tmp = NULL;
1379 maptile *m; 1313 maptile *m;
1380 int i, mflags, found, number; 1314 int i, mflags, found, number;
1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1468 return 0; 1402 return 0;
1469 } 1403 }
1470 1404
1471 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1472 if (bow->below) 1406 splay (bow);
1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1477 } 1407 }
1478 1408
1479 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1480 { 1410 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1599 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1600 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1601 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1602 * hence the function name. 1532 * hence the function name.
1603 */ 1533 */
1604int 1534static int
1605player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1606{ 1536{
1607 int ret; 1537 int ret;
1608 1538
1609 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1637} 1567}
1638 1568
1639/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1640 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1641 */ 1571 */
1642void 1572static void
1643fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1644{ 1574{
1645 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1646 1576
1647 if (!item) 1577 if (!item)
1669 return; 1599 return;
1670 } 1600 }
1671 } 1601 }
1672 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1673 { 1603 {
1674 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1675 1605
1676 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1677 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1678 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1679 { 1609 {
1680 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1681 1611
1682 if (item->type == ROD) 1612 if (item->type == ROD)
1683 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1770 } 1700 }
1771 1701
1772 return true; 1702 return true;
1773} 1703}
1774 1704
1775/* find_key 1705static object *
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) 1706find_key_ (object *pl, object *container, object *door)
1787{ 1707{
1788 object *tmp, *key; 1708 object *tmp, *key;
1789 1709
1790 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1791 if (!container->inv) 1711 if (!container->inv)
1794 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1795 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1796 { 1716 {
1797 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1798 break; 1718 break;
1719
1799 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1800 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1801 */ 1722 */
1802 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1803 break; 1724 break;
1809 * a key, return 1730 * a key, return
1810 */ 1731 */
1811 if (!tmp) 1732 if (!tmp)
1812 { 1733 {
1813 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1814 {
1815 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1816 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1817 {
1818 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1819 return key; 1738 return key;
1820 }
1821 }
1822 1739
1823 if (!tmp) 1740 if (!tmp)
1824 return NULL; 1741 return 0;
1825 } 1742 }
1826 1743
1827 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1828 * see if we actually want to use it 1745 * see if we actually want to use it
1829 */ 1746 */
1830 if (pl != container) 1747 if (pl != container)
1831 { 1748 {
1832 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1833 if (!pl->contr) 1750 if (!pl->contr)
1834 return NULL; 1751 return 0;
1752
1835 /* cases where this fails: 1753 /* cases where this fails:
1836 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1837 * are not in the players inventory. 1755 * are not in the players inventory.
1838 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1839 * containers can be used. 1757 * containers can be used.
1843 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1844 * 1762 *
1845 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1846 * all the others. 1764 * all the others.
1847 */ 1765 */
1848 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1849 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1850 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1851 { 1769 {
1852 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1853 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1854 return NULL; 1772 return NULL;
1855 } 1773 }
1856 } 1774 }
1857 1775
1858 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1859} 1802}
1860 1803
1861/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1862 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1863 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1913 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1914 */ 1857 */
1915bool 1858bool
1916move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1917{ 1860{
1918 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1919 1866
1920 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1921 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1922 1869
1923 on_battleground = op_on_battleground (op, 0, 0);
1924
1925 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1926 return false; 1871 return false;
1927
1928 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1929 {
1930 --op->speed_left;
1931 return true;
1932 }
1933 1872
1934 /* 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
1935 * 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
1936 * 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
1937 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2006 } 1945 }
2007 else 1946 else
2008 return false; 1947 return false;
2009 } 1948 }
2010 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
2011 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2012 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2013 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2014 * attack them either. 1955 * attack them either.
2015 */ 1956 */
2079} 2020}
2080 2021
2081bool 2022bool
2082move_player (object *op, int dir) 2023move_player (object *op, int dir)
2083{ 2024{
2084 int pick;
2085
2086 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2087 return 0; 2026 return 0;
2088 2027
2089 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2090 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2091 { 2030 {
2092 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2093 return 0; 2032 return 0;
2094 } 2033 }
2095 2034
2101 2040
2102 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2103 do_hidden_move (op); 2042 do_hidden_move (op);
2104 2043
2105 bool retval; 2044 bool retval;
2045 int pick = 0;
2106 2046
2107 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2108 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2109 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2110 retval = fire (op, dir); 2050 retval = fire (op, dir);
2167 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2168 2108
2169 return false; 2109 return false;
2170} 2110}
2171 2111
2172int 2112static int
2173save_life (object *op) 2113save_life (object *op)
2174{ 2114{
2175 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2176 return 0; 2116 return 0;
2177 2117
2224void 2164void
2225object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2226{ 2166{
2227 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2228 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2229}
2230
2231/*
2232 * Returns pointer a static string containing gravestone text
2233 * Moved from apply.c to player.c - player.c is what
2234 * actually uses this function. player.c may not be quite the
2235 * best, a misc file for object actions is probably better,
2236 * but there isn't one in the server directory.
2237 */
2238const char *
2239gravestone_text (object *op)
2240{
2241 static dynbuf_text buf;
2242
2243 buf << "---- R.I.P. ----\n\n"
2244 << op->name;
2245
2246 if (op->type == PLAYER)
2247 buf << " the " << op->contr->title;
2248
2249 buf << "\n\n";
2250
2251 buf << "who was level ";
2252 buf << (sint32)op->level << "\n\n" // OO breakdown
2253 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2254
2255 if (op->type == PLAYER)
2256 buf << "by " << op->contr->killer_name () << ".\n\n";
2257
2258 {
2259 static char buf2[128];
2260 time_t now = time (NULL);
2261 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2262 buf << buf2;
2263 }
2264
2265 return buf;
2266} 2169}
2267 2170
2268void 2171void
2269do_some_living (object *op) 2172do_some_living (object *op)
2270{ 2173{
2525 return; 2428 return;
2526 2429
2527 dynbuf_text deathtab; 2430 dynbuf_text deathtab;
2528 2431
2529 /* restore player */ 2432 /* restore player */
2530 at = archetype::find ("poisoning"); 2433 at = archetype::find (shstr_poisoning);
2531 if (object *tmp = present_arch_in_ob (at, op)) 2434 if (object *tmp = present_arch_in_ob (at, op))
2532 { 2435 {
2533 tmp->destroy (); 2436 tmp->destroy ();
2534 deathtab << "Your body feels cleansed...\r"; 2437 deathtab << "Your body feels cleansed...\r";
2535 } 2438 }
2536 2439
2537 at = archetype::find ("confusion"); 2440 at = archetype::find (shstr_confusion);
2538 if (object *tmp = present_arch_in_ob (at, op)) 2441 if (object *tmp = present_arch_in_ob (at, op))
2539 { 2442 {
2540 tmp->destroy (); 2443 tmp->destroy ();
2541 deathtab << "Your mind feels clearer...\r"; 2444 deathtab << "Your mind feels clearer...\r";
2542 } 2445 }
2569 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2570 { 2473 {
2571 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2572 2475
2573 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2574 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2575 { 2478
2576 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2577 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2578 tmp->msg = format ( 2481 tmp->msg = format (
2579 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2580 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2581 (int)op->level, 2484 (int)op->level,
2582 op->contr->killer_name () 2485 op->contr->killer_name ()
2583 ); 2486 );
2584 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2585 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2586 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2587 }
2588 2490
2589 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2590 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2591 op->contr->braced = 0; 2493 op->contr->braced = 0;
2592 2494
2654 lost_a_stat = 1; 2556 lost_a_stat = 1;
2655 } 2557 }
2656 else 2558 else
2657 { 2559 {
2658 /* deplete a stat */ 2560 /* deplete a stat */
2659 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2660 object *dep; 2562 object *dep;
2661 2563
2662 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2663 if (!dep) 2565 if (!dep)
2664 { 2566 {
2665 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2666 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2667 } 2569 }
2668 lose_this_stat = 1; 2570 lose_this_stat = 1;
2669 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2670 { 2572 {
2736#endif 2638#endif
2737 2639
2738 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2739 * exp loss on the stone. 2641 * exp loss on the stone.
2740 */ 2642 */
2741 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2742 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2743 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2744 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2745 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2746 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2801 } 2703 }
2802 2704
2803 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2804} 2706}
2805 2707
2806void 2708static void
2807loot_object (object *op) 2709loot_object (object *op)
2808{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2809 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2810 2712
2811 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2842 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2843 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2844 * was changed. 2746 * was changed.
2845 */ 2747 */
2846void 2748void
2847fix_weight (void) 2749fix_weight ()
2848{ 2750{
2849 for_all_players (pl) 2751 for_all_players (pl)
2850 { 2752 {
2851 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2852 2754
2859 } 2761 }
2860 } 2762 }
2861} 2763}
2862 2764
2863void 2765void
2864fix_luck (void) 2766fix_luck ()
2865{ 2767{
2866 for_all_players (pl) 2768 for_all_players (pl)
2867 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2868 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2869} 2771}
3113 } 3015 }
3114 3016
3115 return 0; 3017 return 0;
3116} 3018}
3117 3019
3118/* routine for both players and monsters. We call this when
3119 * there is a possibility for our action distrubing our hiding
3120 * place or invisiblity spell. Artefact invisiblity causes
3121 * "noise" instead. If we arent invisible to begin with, we
3122 * return 0.
3123 */
3124int
3125action_makes_visible (object *op)
3126{
3127 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3128 {
3129 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3130 {
3131 // artefact invisibility is permanent, but we still make noise
3132 // this is important for game-balance.
3133 if (op->contr)
3134 op->make_noise ();
3135
3136 return 0;
3137 }
3138
3139 if (op->contr && op->contr->tmp_invis == 0)
3140 return 0;
3141
3142 /* If monsters, they should become visible */
3143 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3144 {
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3146 return 1;
3147 }
3148 }
3149
3150 return 0;
3151}
3152
3153/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3154 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3155 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3156 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3157 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3024 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3176 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3177 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3178 { 3045 {
3179 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3180 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3181 {
3182 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3183 { 3050 {
3184 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3185 {
3186 if (x && y) 3051 if (x && y)
3187 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3188 3053
3189 return 1; 3054 return 1;
3190 }
3191 } 3055 }
3192 }
3193 3056
3194 if (x && y) 3057 if (x && y)
3195 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3196 3059
3197 return 1; 3060 return 1;
3354 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3355 } 3218 }
3356 else 3219 else
3357 { 3220 {
3358 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3359 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3360 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3361 who->insert (tmp); 3224 who->insert (tmp);
3362 } 3225 }
3363} 3226}
3364 3227
3377 3240
3378 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3379 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3380} 3243}
3381 3244
3245//-GPL
3246
3382sint8 3247sint8
3383player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3384{ 3249{
3385 if (!ns) 3250 if (!ns)
3386 return LOS_BLOCKED; 3251 return LOS_BLOCKED;

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