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Comparing deliantra/server/server/player.C (file contents):
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
105 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
106 108
107 ob->update_weight (); 109 ob->update_weight ();
108 link_skills (); 110 link_skills ();
109 111
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
113 113
114 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
116 { 116 {
117 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
118 118
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
134 134
135 ns->floorbox_update (); 135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
138 138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 observe = ob;
167
168 deactivate ();
169}
170
171// the need for this function can be explained
172// by load_object not returning the object
173void
174player::set_object (object *op)
175{
176 ob = observe = op;
177 ob->contr = this; /* this aren't yet in archetype */
178
179 ob->speed = 1.0f;
180 ob->speed_left = 0.5f;
181
182 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
187 142
188 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
190 switch (op->type) 145 switch (op->type)
191 { 146 {
192 case SKILL: 147 case SKILL:
193 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
194 break; 149 break;
195 150
196 case WAND: 151 case WAND:
197 case ROD: 152 case ROD:
198 case HORN: 153 case HORN:
203 case WEAPON: 158 case WEAPON:
204 combat_ob = op; 159 combat_ob = op;
205 break; 160 break;
206 } 161 }
207 162
163 ob->current_weapon = 0;
208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 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 */
210} 213}
211 214
212void 215void
213player::set_observe (object *op) 216player::set_observe (object *op)
214{ 217{
215 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
216 do_los = 1; 219 do_los = 1;
217} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
218 230
219player::player () 231player::player ()
220{ 232{
221 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
222 * we deal with that below this point. 234 * we deal with that below this point.
249 { 261 {
250 ob->destroy_inv (false); 262 ob->destroy_inv (false);
251 ob->destroy (); 263 ob->destroy ();
252 } 264 }
253 265
254 ob = observe = 0; 266 ob = observe = viewpoint = 0;
255} 267}
256 268
257player::~player () 269player::~player ()
258{ 270{
259 /* Clear item stack */ 271 /* Clear item stack */
260 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 }
261} 301}
262 302
263/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
264 * 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
265 * mode. 305 * mode.
267player * 307player *
268player::create () 308player::create ()
269{ 309{
270 player *pl = new player; 310 player *pl = new player;
271 311
272 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
273 313
274 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
277 317
278 set_first_map (pl->ob); 318 set_first_map (pl->ob);
279 319
280 return pl; 320 return pl;
281}
282
283/*
284 * get_player_archetype() return next player archetype from archetype
285 * list. Not very efficient routine, but used only creating new players.
286 * Note: there MUST be at least one player archetype!
287 */
288archetype *
289get_player_archetype (archetype *at)
290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
297 archvec::iterator i = archetypes.find (nat);
298
299 for (;;)
300 {
301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309} 321}
310 322
311object * 323object *
312get_nearest_player (object *mon) 324get_nearest_player (object *mon)
313{ 325{
622 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:");
623} 635}
624 636
625/* 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. */
626static int 638static int
627roll_stat (void) 639roll_stat ()
628{ 640{
629 int a[4], i, j, k; 641 int a[4], i, j, k;
630 642
631 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
632 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
729player::chargen_race_done () 741player::chargen_race_done ()
730{ 742{
731 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
732 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
733 745
734 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
735 if (tl) 747 if (tl)
736 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
737 749
738 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
739 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
792 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
793 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
794 ob->stats.grace = 0; 806 ob->stats.grace = 0;
795} 807}
796 808
797void 809static void
798flee_player (object *op) 810flee_player (object *op)
799{ 811{
800 int dir, diff; 812 int dir, diff;
801 rv_vector rv; 813 rv_vector rv;
802 814
826 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
828 { 840 {
829 int m = 1 - rndm (2) * 2; 841 int m = 1 - rndm (2) * 2;
830 842
831 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))))
832 return; 844 return;
833 } 845 }
834 846
835 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
836 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
852 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
853 return 1; 865 return 1;
854 866
855 next = op->below; 867 next = op->below;
856 868
857 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
858#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)
859 871
860 /* 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
861 * destroyed */ 873 * destroyed */
862 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
888 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
889 { 901 {
890 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
891 const char *str = tmp->name 903 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
893 &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))))
894 : format ("item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
895 &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))));
896 908
897 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
898 } 910 }
899 911
900 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
987 continue; 999 continue;
988 } 1000 }
989 1001
990 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
992 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)
993 { 1008 {
994 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
995 continue; 1010 continue;
996 } 1011 }
997 1012
998 /* pick up all magical items */ 1013 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1000 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))
1001 { 1017 {
1002 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1003 continue; 1019 continue;
1004 } 1020 }
1005 1021
1012 } 1028 }
1013 } 1029 }
1014 1030
1015 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1016 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1017 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)
1018 { 1037 {
1019 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1020 continue; 1039 continue;
1021 } 1040 }
1022 1041
1071 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1072 continue; 1091 continue;
1073 } 1092 }
1074 1093
1075 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1077 { 1096 {
1078 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1079 continue; 1098 continue;
1080 } 1099 }
1081 1100
1131 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1132 } 1151 }
1133 else 1152 else
1134 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1135 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1136 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))));
1137#endif 1156#endif
1138 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1139 continue; 1158 continue;
1140 } 1159 }
1141 } /* the new pickup model */ 1160 } /* the new pickup model */
1142 } 1161 }
1143 1162
1144 return !stop; 1163 return !stop;
1145} 1164}
1146 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
1147/* 1201/*
1148 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1149 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1150 * found object is returned. 1204 * found object is returned.
1151 */ 1205 */
1152object * 1206static object *
1153find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1154{ 1208{
1155 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp); 1211 return splay (tmp);
1171 * 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
1172 * 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
1173 * 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
1174 * 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.
1175 */ 1229 */
1176object * 1230static object *
1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1178{ 1232{
1179 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1180 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1181 1235
1250 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1251 * op = the shooter 1305 * op = the shooter
1252 * type = bow->race 1306 * type = bow->race
1253 * dir = fire direction 1307 * dir = fire direction
1254 */ 1308 */
1255object * 1309static object *
1256pick_arrow_target (object *op, shstr_cmp type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1257{ 1311{
1258 object *tmp = NULL; 1312 object *tmp = NULL;
1259 maptile *m; 1313 maptile *m;
1260 int i, mflags, found, number; 1314 int i, mflags, found, number;
1475 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1476 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1477 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1478 * hence the function name. 1532 * hence the function name.
1479 */ 1533 */
1480int 1534static int
1481player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1482{ 1536{
1483 int ret; 1537 int ret;
1484 1538
1485 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1513} 1567}
1514 1568
1515/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1516 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1517 */ 1571 */
1518void 1572static void
1519fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1520{ 1574{
1521 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1522 1576
1523 if (!item) 1577 if (!item)
1545 return; 1599 return;
1546 } 1600 }
1547 } 1601 }
1548 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1549 { 1603 {
1550 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);
1551 1605
1552 // 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
1553 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1555 { 1609 {
1556 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1557 1611
1558 if (item->type == ROD) 1612 if (item->type == ROD)
1559 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));
1646 } 1700 }
1647 1701
1648 return true; 1702 return true;
1649} 1703}
1650 1704
1651/* find_key 1705static object *
1652 * We try to find a key for the door as passed. If we find a key
1653 * and successfully use it, we return the key, otherwise NULL
1654 * This function merges both normal and locked door, since the logic
1655 * for both is the same - just the specific key is different.
1656 * pl is the player,
1657 * inv is the objects inventory to searched
1658 * door is the door we are trying to match against.
1659 * This function can be called recursively to search containers.
1660 */
1661object *
1662find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1663{ 1707{
1664 object *tmp, *key; 1708 object *tmp, *key;
1665 1709
1666 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1667 if (!container->inv) 1711 if (!container->inv)
1688 if (!tmp) 1732 if (!tmp)
1689 { 1733 {
1690 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1691 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1692 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1693 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1694 return key; 1738 return key;
1695 1739
1696 if (!tmp) 1740 if (!tmp)
1697 return 0; 1741 return 0;
1698 } 1742 }
1717 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1718 * 1762 *
1719 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1720 * all the others. 1764 * all the others.
1721 */ 1765 */
1722 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1723 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1725 { 1769 {
1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1727 "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));
1728 return NULL; 1772 return NULL;
1729 } 1773 }
1730 } 1774 }
1731 1775
1732 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);
1733} 1802}
1734 1803
1735/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1736 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1737 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1787 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1788 */ 1857 */
1789bool 1858bool
1790move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1791{ 1860{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1793 { 1862 {
1794 --op->speed_left; 1863 --op->speed_left;
1795 return true; 1864 return true;
1796 } 1865 }
1797 1866
1798 int on_battleground;
1799
1800 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1801 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1802
1803 on_battleground = op_on_battleground (op, 0, 0);
1804 1869
1805 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1806 return false; 1871 return false;
1807 1872
1808 /* 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
1880 } 1945 }
1881 else 1946 else
1882 return false; 1947 return false;
1883 } 1948 }
1884 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
1885 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
1886 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
1887 * 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
1888 * attack them either. 1955 * attack them either.
1889 */ 1956 */
1953} 2020}
1954 2021
1955bool 2022bool
1956move_player (object *op, int dir) 2023move_player (object *op, int dir)
1957{ 2024{
1958 int pick;
1959
1960 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1961 return 0; 2026 return 0;
1962 2027
1963 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
1965 { 2030 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0; 2032 return 0;
1968 } 2033 }
1969 2034
1975 2040
1976 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op); 2042 do_hidden_move (op);
1978 2043
1979 bool retval; 2044 bool retval;
2045 int pick = 0;
1980 2046
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
1984 retval = fire (op, dir); 2050 retval = fire (op, dir);
2041 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2042 2108
2043 return false; 2109 return false;
2044} 2110}
2045 2111
2046int 2112static int
2047save_life (object *op) 2113save_life (object *op)
2048{ 2114{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2050 return 0; 2116 return 0;
2051 2117
2098void 2164void
2099object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2100{ 2166{
2101 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2103}
2104
2105/*
2106 * Returns pointer a static string containing gravestone text
2107 * Moved from apply.c to player.c - player.c is what
2108 * actually uses this function. player.c may not be quite the
2109 * best, a misc file for object actions is probably better,
2110 * but there isn't one in the server directory.
2111 */
2112const char *
2113gravestone_text (object *op)
2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2133 static char buf2[128];
2134 time_t now = time (NULL);
2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2136 buf << buf2;
2137 }
2138
2139 return buf;
2140} 2169}
2141 2170
2142void 2171void
2143do_some_living (object *op) 2172do_some_living (object *op)
2144{ 2173{
2399 return; 2428 return;
2400 2429
2401 dynbuf_text deathtab; 2430 dynbuf_text deathtab;
2402 2431
2403 /* restore player */ 2432 /* restore player */
2404 at = archetype::find ("poisoning"); 2433 at = archetype::find (shstr_poisoning);
2405 if (object *tmp = present_arch_in_ob (at, op)) 2434 if (object *tmp = present_arch_in_ob (at, op))
2406 { 2435 {
2407 tmp->destroy (); 2436 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r"; 2437 deathtab << "Your body feels cleansed...\r";
2409 } 2438 }
2410 2439
2411 at = archetype::find ("confusion"); 2440 at = archetype::find (shstr_confusion);
2412 if (object *tmp = present_arch_in_ob (at, op)) 2441 if (object *tmp = present_arch_in_ob (at, op))
2413 { 2442 {
2414 tmp->destroy (); 2443 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r"; 2444 deathtab << "Your mind feels clearer...\r";
2416 } 2445 }
2443 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2444 { 2473 {
2445 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";
2446 2475
2447 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2448 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2449 { 2478
2450 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format ( 2481 tmp->msg = format (
2453 "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",
2454 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2455 (int)op->level, 2484 (int)op->level,
2456 op->contr->killer_name () 2485 op->contr->killer_name ()
2457 ); 2486 );
2458 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2461 }
2462 2490
2463 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2464 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2465 op->contr->braced = 0; 2493 op->contr->braced = 0;
2466 2494
2528 lost_a_stat = 1; 2556 lost_a_stat = 1;
2529 } 2557 }
2530 else 2558 else
2531 { 2559 {
2532 /* deplete a stat */ 2560 /* deplete a stat */
2533 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2534 object *dep; 2562 object *dep;
2535 2563
2536 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2537 if (!dep) 2565 if (!dep)
2538 { 2566 {
2539 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2540 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2541 } 2569 }
2542 lose_this_stat = 1; 2570 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2544 { 2572 {
2610#endif 2638#endif
2611 2639
2612 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2613 * exp loss on the stone. 2641 * exp loss on the stone.
2614 */ 2642 */
2615 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2616 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2617 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2618 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",
2619 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2620 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2675 } 2703 }
2676 2704
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678} 2706}
2679 2707
2680void 2708static void
2681loot_object (object *op) 2709loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2684 2712
2685 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2716 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2717 * 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
2718 * was changed. 2746 * was changed.
2719 */ 2747 */
2720void 2748void
2721fix_weight (void) 2749fix_weight ()
2722{ 2750{
2723 for_all_players (pl) 2751 for_all_players (pl)
2724 { 2752 {
2725 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2726 2754
2733 } 2761 }
2734 } 2762 }
2735} 2763}
2736 2764
2737void 2765void
2738fix_luck (void) 2766fix_luck ()
2739{ 2767{
2740 for_all_players (pl) 2768 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2743} 2771}
2987 } 3015 }
2988 3016
2989 return 0; 3017 return 0;
2990} 3018}
2991 3019
2992/* routine for both players and monsters. We call this when
2993 * there is a possibility for our action distrubing our hiding
2994 * place or invisiblity spell. Artefact invisiblity causes
2995 * "noise" instead. If we arent invisible to begin with, we
2996 * return 0.
2997 */
2998int
2999action_makes_visible (object *op)
3000{
3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3010 return 0;
3011 }
3012
3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3015
3016 /* If monsters, they should become visible */
3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3020 return 1;
3021 }
3022 }
3023
3024 return 0;
3025}
3026
3027/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3028 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3029 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3030 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3031 * 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
3050 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3045 {
3053 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3054 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))
3055 {
3056 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)
3057 { 3050 {
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y) 3051 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062 3053
3063 return 1; 3054 return 1;
3064 }
3065 } 3055 }
3066 }
3067 3056
3068 if (x && y) 3057 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070 3059
3071 return 1; 3060 return 1;
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3218 }
3230 else 3219 else
3231 { 3220 {
3232 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3233 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3234 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));
3235 who->insert (tmp); 3224 who->insert (tmp);
3236 } 3225 }
3237} 3226}
3238 3227
3251 3240
3252 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3253 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3254} 3243}
3255 3244
3245//-GPL
3246
3256sint8 3247sint8
3257player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3258{ 3249{
3259 if (!ns) 3250 if (!ns)
3260 return LOS_BLOCKED; 3251 return LOS_BLOCKED;

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