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Comparing deliantra/server/server/player.C (file contents):
Revision 1.224 by root, Thu Jan 1 16:05:13 2009 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 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{
673 op->destroy (); 565 op->destroy ();
674 continue; 566 continue;
675 } 567 }
676 } 568 }
677 569
678 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 573 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
685 { 575 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 578 {
694 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 582 break;
697 } 583 }
698 584
699 if (op->nrof > 1) 585 if (op->nrof > 1)
700 op->nrof = 1; 586 op->nrof = 1;
701 } 587 }
702 588
748 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:");
749} 635}
750 636
751/* 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. */
752static int 638static int
753roll_stat (void) 639roll_stat ()
754{ 640{
755 int a[4], i, j, k; 641 int a[4], i, j, k;
756 642
757 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 741player::chargen_race_done ()
856{ 742{
857 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
859 745
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 747 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
863 749
864 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 806 ob->stats.grace = 0;
921} 807}
922 808
923void 809static void
924flee_player (object *op) 810flee_player (object *op)
925{ 811{
926 int dir, diff; 812 int dir, diff;
927 rv_vector rv; 813 rv_vector rv;
928 814
952 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
954 { 840 {
955 int m = 1 - rndm (2) * 2; 841 int m = 1 - rndm (2) * 2;
956 842
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
958 return; 844 return;
959 } 845 }
960 846
961 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
978 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
979 return 1; 865 return 1;
980 866
981 next = op->below; 867 next = op->below;
982 868
983 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
984#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)
985 871
986 /* 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
987 * destroyed */ 873 * destroyed */
988 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1014 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1015 { 901 {
1016 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 903 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 908
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 910 }
1025 911
1026 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
1113 continue; 999 continue;
1114 } 1000 }
1115 1001
1116 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 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)
1119 { 1008 {
1120 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1121 continue; 1010 continue;
1122 } 1011 }
1123 1012
1124 /* pick up all magical items */ 1013 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1126 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))
1127 { 1017 {
1128 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1129 continue; 1019 continue;
1130 } 1020 }
1131 1021
1138 } 1028 }
1139 } 1029 }
1140 1030
1141 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1142 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1143 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)
1144 { 1037 {
1145 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1146 continue; 1039 continue;
1147 } 1040 }
1148 1041
1197 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1198 continue; 1091 continue;
1199 } 1092 }
1200 1093
1201 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1203 { 1096 {
1204 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1205 continue; 1098 continue;
1206 } 1099 }
1207 1100
1257 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1258 } 1151 }
1259 else 1152 else
1260 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1261 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1262 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))));
1263#endif 1156#endif
1264 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1265 continue; 1158 continue;
1266 } 1159 }
1267 } /* the new pickup model */ 1160 } /* the new pickup model */
1268 } 1161 }
1269 1162
1270 return !stop; 1163 return !stop;
1271} 1164}
1272 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
1273/* 1201/*
1274 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1275 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1276 * found object is returned. 1204 * found object is returned.
1277 */ 1205 */
1278object * 1206static object *
1279find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1280{ 1208{
1281 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp); 1211 return splay (tmp);
1297 * 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
1298 * 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
1299 * 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
1300 * 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.
1301 */ 1229 */
1302object * 1230static object *
1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304{ 1232{
1305 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1306 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1307 1235
1322 } 1250 }
1323 } 1251 }
1324 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1325 { 1253 {
1326 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1328 { 1256 {
1329 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1330 { 1258 {
1331 *better = 100; 1259 *better = 100;
1332 return arrow; 1260 return arrow;
1376 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1377 * op = the shooter 1305 * op = the shooter
1378 * type = bow->race 1306 * type = bow->race
1379 * dir = fire direction 1307 * dir = fire direction
1380 */ 1308 */
1381object * 1309static object *
1382pick_arrow_target (object *op, shstr_cmp type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1383{ 1311{
1384 object *tmp = NULL; 1312 object *tmp = NULL;
1385 maptile *m; 1313 maptile *m;
1386 int i, mflags, found, number; 1314 int i, mflags, found, number;
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0; 1402 return 0;
1475 } 1403 }
1476 1404
1477 // 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
1478 if (bow->below) 1406 splay (bow);
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 } 1407 }
1484 1408
1485 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1486 { 1410 {
1487 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);
1533 arrow->direction = dir; 1457 arrow->direction = dir;
1534 1458
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1538 1462 arrow->custom_name = arrow->slaying;
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541 1463
1542#if 0 1464#if 0
1543 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1544 { 1466 {
1545 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1607 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1608 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1609 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1610 * hence the function name. 1532 * hence the function name.
1611 */ 1533 */
1612int 1534static int
1613player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1614{ 1536{
1615 int ret; 1537 int ret;
1616 1538
1617 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1645} 1567}
1646 1568
1647/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1648 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1649 */ 1571 */
1650void 1572static void
1651fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1652{ 1574{
1653 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1654 1576
1655 if (!item) 1577 if (!item)
1677 return; 1599 return;
1678 } 1600 }
1679 } 1601 }
1680 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1681 { 1603 {
1682 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);
1683 1605
1684 // 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
1685 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1687 { 1609 {
1688 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1689 1611
1690 if (item->type == ROD) 1612 if (item->type == ROD)
1691 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));
1759 case BOW: 1681 case BOW:
1760 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1761 break; 1683 break;
1762 1684
1763 case SPELL: 1685 case SPELL:
1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1765 break; 1687 break;
1766 1688
1767 case BUILDER: 1689 case BUILDER:
1768 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1769 break; 1691 break;
1778 } 1700 }
1779 1701
1780 return true; 1702 return true;
1781} 1703}
1782 1704
1783/* find_key 1705static object *
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793object *
1794find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1795{ 1707{
1796 object *tmp, *key; 1708 object *tmp, *key;
1797 1709
1798 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv) 1711 if (!container->inv)
1802 /* 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 */
1803 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 { 1716 {
1805 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1806 break; 1718 break;
1719
1807 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1809 */ 1722 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break; 1724 break;
1817 * a key, return 1730 * a key, return
1818 */ 1731 */
1819 if (!tmp) 1732 if (!tmp)
1820 { 1733 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1827 return key; 1738 return key;
1828 }
1829 }
1830 1739
1831 if (!tmp) 1740 if (!tmp)
1832 return NULL; 1741 return 0;
1833 } 1742 }
1834 1743
1835 /* 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,
1836 * see if we actually want to use it 1745 * see if we actually want to use it
1837 */ 1746 */
1838 if (pl != container) 1747 if (pl != container)
1839 { 1748 {
1840 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1841 if (!pl->contr) 1750 if (!pl->contr)
1842 return NULL; 1751 return 0;
1752
1843 /* cases where this fails: 1753 /* cases where this fails:
1844 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1845 * are not in the players inventory. 1755 * are not in the players inventory.
1846 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1847 * containers can be used. 1757 * containers can be used.
1851 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1852 * 1762 *
1853 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1854 * all the others. 1764 * all the others.
1855 */ 1765 */
1856 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1857 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 { 1769 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "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));
1862 return NULL; 1772 return NULL;
1863 } 1773 }
1864 } 1774 }
1865 1775
1866 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);
1867} 1802}
1868 1803
1869/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1921 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1922 */ 1857 */
1923bool 1858bool
1924move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1925{ 1860{
1926 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1927 1866
1928 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1929 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1930 1869
1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1934 return false; 1871 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941 1872
1942 /* 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
1943 * 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
1944 * 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
1945 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2014 } 1945 }
2015 else 1946 else
2016 return false; 1947 return false;
2017 } 1948 }
2018 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
2019 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2020 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2021 * 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
2022 * attack them either. 1955 * attack them either.
2023 */ 1956 */
2087} 2020}
2088 2021
2089bool 2022bool
2090move_player (object *op, int dir) 2023move_player (object *op, int dir)
2091{ 2024{
2092 int pick;
2093
2094 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2095 return 0; 2026 return 0;
2096 2027
2097 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2099 { 2030 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0; 2032 return 0;
2102 } 2033 }
2103 2034
2109 2040
2110 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op); 2042 do_hidden_move (op);
2112 2043
2113 bool retval; 2044 bool retval;
2045 int pick = 0;
2114 2046
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2118 retval = fire (op, dir); 2050 retval = fire (op, dir);
2175 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2176 2108
2177 return false; 2109 return false;
2178} 2110}
2179 2111
2180int 2112static int
2181save_life (object *op) 2113save_life (object *op)
2182{ 2114{
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2184 return 0; 2116 return 0;
2185 2117
2232void 2164void
2233object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2234{ 2166{
2235 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2237}
2238
2239/*
2240 * Returns pointer a static string containing gravestone text
2241 * Moved from apply.c to player.c - player.c is what
2242 * actually uses this function. player.c may not be quite the
2243 * best, a misc file for object actions is probably better,
2244 * but there isn't one in the server directory.
2245 */
2246const char *
2247gravestone_text (object *op)
2248{
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2267 static char buf2[128];
2268 time_t now = time (NULL);
2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270 buf << buf2;
2271 }
2272
2273 return buf;
2274} 2169}
2275 2170
2276void 2171void
2277do_some_living (object *op) 2172do_some_living (object *op)
2278{ 2173{
2522 */ 2417 */
2523void 2418void
2524kill_player (object *op) 2419kill_player (object *op)
2525{ 2420{
2526 int x, y; 2421 int x, y;
2527 char buf[MAX_BUF];
2528 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2529 int will_kill_again; 2423 int will_kill_again;
2530 archetype *at; 2424 archetype *at;
2531 object *tmp; 2425 object *tmp;
2532 2426
2533 if (save_life (op)) 2427 if (save_life (op))
2534 return; 2428 return;
2535 2429
2430 dynbuf_text deathtab;
2431
2536 /* restore player */ 2432 /* restore player */
2537 at = archetype::find ("poisoning"); 2433 at = archetype::find (shstr_poisoning);
2538 if (object *tmp = present_arch_in_ob (at, op)) 2434 if (object *tmp = present_arch_in_ob (at, op))
2539 { 2435 {
2540 tmp->destroy (); 2436 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2437 deathtab << "Your body feels cleansed...\r";
2542 } 2438 }
2543 2439
2544 at = archetype::find ("confusion"); 2440 at = archetype::find (shstr_confusion);
2545 if (object *tmp = present_arch_in_ob (at, op)) 2441 if (object *tmp = present_arch_in_ob (at, op))
2546 { 2442 {
2547 tmp->destroy (); 2443 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2444 deathtab << "Your mind feels clearer...\r";
2549 } 2445 }
2550 2446
2551 cure_disease (op, 0, 0); /* remove any disease */ 2447 cure_disease (op, 0, 0); /* remove any disease */
2552 2448
2553 max_it (op->stats.hp , op->stats.maxhp); 2449 max_it (op->stats.hp , op->stats.maxhp);
2573 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2574 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2575 */ 2471 */
2576 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2577 { 2473 {
2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2580 2475
2581 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2582 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2583 { 2478
2584 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format ( 2481 tmp->msg = format (
2587 "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",
2588 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2589 (int)op->level, 2484 (int)op->level,
2590 op->contr->killer_name () 2485 op->contr->killer_name ()
2591 ); 2486 );
2592 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2594 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2595 }
2596 2490
2597 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2598 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2599 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2600 return; 2496 return;
2601 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2602 2501
2603 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2604 2503
2605 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2606 2505
2657 lost_a_stat = 1; 2556 lost_a_stat = 1;
2658 } 2557 }
2659 else 2558 else
2660 { 2559 {
2661 /* deplete a stat */ 2560 /* deplete a stat */
2662 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2663 object *dep; 2562 object *dep;
2664 2563
2665 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2666 if (!dep) 2565 if (!dep)
2667 { 2566 {
2668 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2669 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2670 } 2569 }
2671 lose_this_stat = 1; 2570 lose_this_stat = 1;
2672 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2673 { 2572 {
2728 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2729 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2730 shstr_tmp god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2731 2630
2732 if (god != shstr_none) 2631 if (god != shstr_none)
2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2734 else 2633 else
2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2736 } 2635 }
2737#else 2636#else
2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2739#endif 2638#endif
2740 2639
2741 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2742 * exp loss on the stone. 2641 * exp loss on the stone.
2743 */ 2642 */
2744 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2745 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2746 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2747 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",
2748 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2749 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2801 2700
2802 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2803 op->update_stats (); 2702 op->update_stats ();
2804 } 2703 }
2805 2704
2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2807} 2706}
2808 2707
2809void 2708static void
2810loot_object (object *op) 2709loot_object (object *op)
2811{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2812 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2813 2712
2814 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2845 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2846 * 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
2847 * was changed. 2746 * was changed.
2848 */ 2747 */
2849void 2748void
2850fix_weight (void) 2749fix_weight ()
2851{ 2750{
2852 for_all_players (pl) 2751 for_all_players (pl)
2853 { 2752 {
2854 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2855 2754
2862 } 2761 }
2863 } 2762 }
2864} 2763}
2865 2764
2866void 2765void
2867fix_luck (void) 2766fix_luck ()
2868{ 2767{
2869 for_all_players (pl) 2768 for_all_players (pl)
2870 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2871 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2872} 2771}
2949 level = ob->map->darklevel () - 2; 2848 level = ob->map->darklevel () - 2;
2950 2849
2951 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
2952 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
2953 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
2954 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
2955 level = -(10 + (2 * ob->map->darklevel ())); 2854 level = -(10 + (2 * ob->map->darklevel ()));
2956 2855
2957 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
2958 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3116 } 3015 }
3117 3016
3118 return 0; 3017 return 0;
3119} 3018}
3120 3019
3121/* routine for both players and monsters. We call this when
3122 * there is a possibility for our action distrubing our hiding
3123 * place or invisiblity spell. Artefact invisiblity causes
3124 * "noise" instead. If we arent invisible to begin with, we
3125 * return 0.
3126 */
3127int
3128action_makes_visible (object *op)
3129{
3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3131 {
3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3139 return 0;
3140 }
3141
3142 if (op->contr && op->contr->tmp_invis == 0)
3143 return 0;
3144
3145 /* If monsters, they should become visible */
3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3147 {
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3149 return 1;
3150 }
3151 }
3152
3153 return 0;
3154}
3155
3156/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3157 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3158 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3159 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3160 * 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
3179 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3181 { 3045 {
3182 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3183 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))
3184 {
3185 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)
3186 { 3050 {
3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3188 {
3189 if (x && y) 3051 if (x && y)
3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191 3053
3192 return 1; 3054 return 1;
3193 }
3194 } 3055 }
3195 }
3196 3056
3197 if (x && y) 3057 if (x && y)
3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199 3059
3200 return 1; 3060 return 1;
3357 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3358 } 3218 }
3359 else 3219 else
3360 { 3220 {
3361 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3362 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3363 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));
3364 who->insert (tmp); 3224 who->insert (tmp);
3365 } 3225 }
3366} 3226}
3367 3227
3380 3240
3381 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3382 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3383} 3243}
3384 3244
3245//-GPL
3246
3385sint8 3247sint8
3386player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3387{ 3249{
3388 if (!ns) 3250 if (!ns)
3389 return LOS_BLOCKED; 3251 return LOS_BLOCKED;

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