ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.238 by root, Thu Nov 5 16:09:51 2009 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

107 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
108 108
109 ob->update_weight (); 109 ob->update_weight ();
110 link_skills (); 110 link_skills ();
111 111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
115 113
116 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
118 { 116 {
119 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
120 118
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
136 134
137 ns->floorbox_update (); 135 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
140 138
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
193 142
194 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
196 switch (op->type) 145 switch (op->type)
197 { 146 {
198 case SKILL: 147 case SKILL:
199 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
200 break; 149 break;
201 150
202 case WAND: 151 case WAND:
203 case ROD: 152 case ROD:
204 case HORN: 153 case HORN:
209 case WEAPON: 158 case WEAPON:
210 combat_ob = op; 159 combat_ob = op;
211 break; 160 break;
212 } 161 }
213 162
163 ob->current_weapon = 0;
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 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 */
216} 213}
217 214
218void 215void
219player::set_observe (object *op) 216player::set_observe (object *op)
220{ 217{
273{ 270{
274 /* Clear item stack */ 271 /* Clear item stack */
275 free (stack_items); 272 free (stack_items);
276} 273}
277 274
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 }
301}
302
278/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
279 * 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
280 * mode. 305 * mode.
281 */ 306 */
282player * 307player *
283player::create () 308player::create ()
284{ 309{
285 player *pl = new player; 310 player *pl = new player;
286 311
287 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
288 313
289 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
292 317
293 set_first_map (pl->ob); 318 set_first_map (pl->ob);
294 319
295 return pl; 320 return pl;
296}
297
298/*
299 * get_player_archetype() return next player archetype from archetype
300 * list. Not very efficient routine, but used only creating new players.
301 * Note: there MUST be at least one player archetype!
302 */
303archetype *
304get_player_archetype (archetype *at)
305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
313
314 for (;;)
315 {
316 if (++i == archetypes.end ())
317 i = archetypes.begin ();
318 else if (*i == at)
319 cleanup ("not a single player archetype found");
320
321 if ((*i)->type == PLAYER)
322 return *i;
323 }
324} 321}
325 322
326object * 323object *
327get_nearest_player (object *mon) 324get_nearest_player (object *mon)
328{ 325{
637 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:");
638} 635}
639 636
640/* 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. */
641static int 638static int
642roll_stat (void) 639roll_stat ()
643{ 640{
644 int a[4], i, j, k; 641 int a[4], i, j, k;
645 642
646 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
744player::chargen_race_done () 741player::chargen_race_done ()
745{ 742{
746 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
748 745
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 747 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
752 749
753 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
807 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 806 ob->stats.grace = 0;
810} 807}
811 808
812void 809static void
813flee_player (object *op) 810flee_player (object *op)
814{ 811{
815 int dir, diff; 812 int dir, diff;
816 rv_vector rv; 813 rv_vector rv;
817 814
841 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
843 { 840 {
844 int m = 1 - rndm (2) * 2; 841 int m = 1 - rndm (2) * 2;
845 842
846 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))))
847 return; 844 return;
848 } 845 }
849 846
850 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
867 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
868 return 1; 865 return 1;
869 866
870 next = op->below; 867 next = op->below;
871 868
872 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 871
875 /* 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
876 * destroyed */ 873 * destroyed */
877 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
904 { 901 {
905 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
906 const char *str = tmp->name 903 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
908 &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))))
909 : format ("item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
910 &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))));
911 908
912 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 910 }
914 911
915 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
1002 continue; 999 continue;
1003 } 1000 }
1004 1001
1005 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 1008 {
1009 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1010 continue; 1010 continue;
1011 } 1011 }
1012 1012
1013 /* pick up all magical items */ 1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1015 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))
1016 { 1017 {
1017 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1018 continue; 1019 continue;
1019 } 1020 }
1020 1021
1027 } 1028 }
1028 } 1029 }
1029 1030
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1037 {
1034 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1035 continue; 1039 continue;
1036 } 1040 }
1037 1041
1086 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1087 continue; 1091 continue;
1088 } 1092 }
1089 1093
1090 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1096 {
1093 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1094 continue; 1098 continue;
1095 } 1099 }
1096 1100
1146 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1147 } 1151 }
1148 else 1152 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1156#endif
1153 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1154 continue; 1158 continue;
1155 } 1159 }
1156 } /* the new pickup model */ 1160 } /* the new pickup model */
1157 } 1161 }
1158 1162
1159 return !stop; 1163 return !stop;
1160} 1164}
1161 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
1162/* 1201/*
1163 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1204 * found object is returned.
1166 */ 1205 */
1167object * 1206static object *
1168find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1169{ 1208{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1211 return splay (tmp);
1186 * 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
1187 * 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
1188 * 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
1189 * 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.
1190 */ 1229 */
1191object * 1230static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1232{
1194 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1196 1235
1265 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1305 * op = the shooter
1267 * type = bow->race 1306 * type = bow->race
1268 * dir = fire direction 1307 * dir = fire direction
1269 */ 1308 */
1270object * 1309static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1311{
1273 object *tmp = NULL; 1312 object *tmp = NULL;
1274 maptile *m; 1313 maptile *m;
1275 int i, mflags, found, number; 1314 int i, mflags, found, number;
1490 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1532 * hence the function name.
1494 */ 1533 */
1495int 1534static int
1496player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1497{ 1536{
1498 int ret; 1537 int ret;
1499 1538
1500 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1528} 1567}
1529 1568
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1532 */ 1571 */
1533void 1572static void
1534fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1535{ 1574{
1536 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1537 1576
1538 if (!item) 1577 if (!item)
1560 return; 1599 return;
1561 } 1600 }
1562 } 1601 }
1563 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1564 { 1603 {
1565 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);
1566 1605
1567 // 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
1568 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1609 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1572 1611
1573 if (item->type == ROD) 1612 if (item->type == ROD)
1574 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));
1817 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1818 */ 1857 */
1819bool 1858bool
1820move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1821{ 1860{
1822 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))
1823 { 1862 {
1824 --op->speed_left; 1863 --op->speed_left;
1825 return true; 1864 return true;
1826 } 1865 }
1827 1866
1828 int on_battleground;
1829
1830 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1831 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1832
1833 on_battleground = op_on_battleground (op, 0, 0);
1834 1869
1835 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1836 return false; 1871 return false;
1837 1872
1838 /* 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
1910 } 1945 }
1911 else 1946 else
1912 return false; 1947 return false;
1913 } 1948 }
1914 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
1915 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
1916 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
1917 * 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
1918 * attack them either. 1955 * attack them either.
1919 */ 1956 */
1983} 2020}
1984 2021
1985bool 2022bool
1986move_player (object *op, int dir) 2023move_player (object *op, int dir)
1987{ 2024{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1991 return 0; 2026 return 0;
1992 2027
1993 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
1995 { 2030 {
1996 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
1997 return 0; 2032 return 0;
1998 } 2033 }
1999 2034
2005 2040
2006 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2042 do_hidden_move (op);
2008 2043
2009 bool retval; 2044 bool retval;
2045 int pick = 0;
2010 2046
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2050 retval = fire (op, dir);
2071 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2072 2108
2073 return false; 2109 return false;
2074} 2110}
2075 2111
2076int 2112static int
2077save_life (object *op) 2113save_life (object *op)
2078{ 2114{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2080 return 0; 2116 return 0;
2081 2117
2128void 2164void
2129object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2130{ 2166{
2131 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2133}
2134
2135/*
2136 * Returns pointer a static string containing gravestone text
2137 * Moved from apply.c to player.c - player.c is what
2138 * actually uses this function. player.c may not be quite the
2139 * best, a misc file for object actions is probably better,
2140 * but there isn't one in the server directory.
2141 */
2142const char *
2143gravestone_text (object *op)
2144{
2145 static dynbuf_text buf;
2146
2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2150 if (op->type == PLAYER)
2151 buf << " the " << op->contr->title;
2152
2153 buf << "\n\n";
2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2159 if (op->type == PLAYER)
2160 buf << "by " << op->contr->killer_name () << ".\n\n";
2161
2162 {
2163 static char buf2[128];
2164 time_t now = time (NULL);
2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2166 buf << buf2;
2167 }
2168
2169 return buf;
2170} 2169}
2171 2170
2172void 2171void
2173do_some_living (object *op) 2172do_some_living (object *op)
2174{ 2173{
2429 return; 2428 return;
2430 2429
2431 dynbuf_text deathtab; 2430 dynbuf_text deathtab;
2432 2431
2433 /* restore player */ 2432 /* restore player */
2434 at = archetype::find ("poisoning"); 2433 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2434 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2435 {
2437 tmp->destroy (); 2436 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2437 deathtab << "Your body feels cleansed...\r";
2439 } 2438 }
2440 2439
2441 at = archetype::find ("confusion"); 2440 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2441 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2442 {
2444 tmp->destroy (); 2443 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2444 deathtab << "Your mind feels clearer...\r";
2446 } 2445 }
2473 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2474 { 2473 {
2475 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";
2476 2475
2477 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2479 { 2478
2480 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2481 tmp->msg = format (
2483 "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",
2484 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2485 (int)op->level, 2484 (int)op->level,
2486 op->contr->killer_name () 2485 op->contr->killer_name ()
2487 ); 2486 );
2488 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2489 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2490 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2491 }
2492 2490
2493 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2494 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2495 op->contr->braced = 0; 2493 op->contr->braced = 0;
2496 2494
2558 lost_a_stat = 1; 2556 lost_a_stat = 1;
2559 } 2557 }
2560 else 2558 else
2561 { 2559 {
2562 /* deplete a stat */ 2560 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2562 object *dep;
2565 2563
2566 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2565 if (!dep)
2568 { 2566 {
2569 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2570 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2571 } 2569 }
2572 lose_this_stat = 1; 2570 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2574 { 2572 {
2640#endif 2638#endif
2641 2639
2642 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2641 * exp loss on the stone.
2644 */ 2642 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2646 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2648 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",
2649 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2705 } 2703 }
2706 2704
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2706}
2709 2707
2710void 2708static void
2711loot_object (object *op) 2709loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2714 2712
2715 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2746 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2747 * 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
2748 * was changed. 2746 * was changed.
2749 */ 2747 */
2750void 2748void
2751fix_weight (void) 2749fix_weight ()
2752{ 2750{
2753 for_all_players (pl) 2751 for_all_players (pl)
2754 { 2752 {
2755 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2756 2754
2763 } 2761 }
2764 } 2762 }
2765} 2763}
2766 2764
2767void 2765void
2768fix_luck (void) 2766fix_luck ()
2769{ 2767{
2770 for_all_players (pl) 2768 for_all_players (pl)
2771 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2772 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2773} 2771}
3017 } 3015 }
3018 3016
3019 return 0; 3017 return 0;
3020} 3018}
3021 3019
3022/* routine for both players and monsters. We call this when
3023 * there is a possibility for our action distrubing our hiding
3024 * place or invisiblity spell. Artefact invisiblity causes
3025 * "noise" instead. If we arent invisible to begin with, we
3026 * return 0.
3027 */
3028int
3029action_makes_visible (object *op)
3030{
3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3032 {
3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3040 return 0;
3041 }
3042
3043 if (op->contr && op->contr->tmp_invis == 0)
3044 return 0;
3045
3046 /* If monsters, they should become visible */
3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3048 {
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3050 return 1;
3051 }
3052 }
3053
3054 return 0;
3055}
3056
3057/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3058 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3059 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3060 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3061 * 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
3080 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3045 {
3083 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3050 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3051 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3053
3093 return 1; 3054 return 1;
3094 }
3095 } 3055 }
3096 }
3097 3056
3098 if (x && y) 3057 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3059
3101 return 1; 3060 return 1;
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3218 }
3260 else 3219 else
3261 { 3220 {
3262 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3224 who->insert (tmp);
3266 } 3225 }
3267} 3226}
3268 3227

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines