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Comparing deliantra/server/server/player.C (file contents):
Revision 1.233 by root, Mon Oct 12 14:00:59 2009 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
132
133 strcpy (subject, buf + 1);
134 strip_endline (subject);
135 size = 0;
136 news[0] = '\0';
137 }
138 else
139 {
140 if (size + strlen (buf) >= HUGE_BUF)
141 {
142 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
143 break;
144 }
145 strncat (news + size, buf, HUGE_BUF - size);
146 size += strlen (buf);
147 }
148 }
149
150 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
151 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
152 close_and_delete (fp, comp);
153}
154
155/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
156static void 41static void
157set_first_map (object *op) 42set_first_map (object *op)
158{ 43{
159 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
222 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
223 108
224 ob->update_weight (); 109 ob->update_weight ();
225 link_skills (); 110 link_skills ();
226 111
227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
228
229 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
230 113
231 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
232 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
233 { 116 {
234 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
235 118
236 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
237 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 134
252 ns->floorbox_update (); 135 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
255 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
256 activate (); 174 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261 175
262 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
264} 178}
265 179
282 ns->reset_stats (); 196 ns->reset_stats ();
283 ns->pl = 0; 197 ns->pl = 0;
284 ns = 0; 198 ns = 0;
285 } 199 }
286 200
287 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
288 204
289 deactivate (); 205 deactivate ();
290} 206}
207
208//-GPL
291 209
292// the need for this function can be explained 210// the need for this function can be explained
293// by load_object not returning the object 211// by load_object not returning the object
294void 212void
295player::set_object (object *op) 213player::set_object (object *op)
296{ 214{
297 ob = observe = op; 215 ob = observe = viewpoint = op;
298 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
299 217
300 ob->speed = 1.0f; 218 ob->speed = 1.0f;
301 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
302 220
303 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false;
308
309 for (object *op = ob->inv; op; op = op->below)
310 if (op->flag [FLAG_APPLIED])
311 switch (op->type)
312 {
313 case SKILL:
314 ob->flag [FLAG_APPLIED] = false;
315 break;
316
317 case WAND:
318 case ROD:
319 case HORN:
320 case BOW:
321 ranged_ob = op;
322 break;
323
324 case WEAPON:
325 combat_ob = op;
326 break;
327 }
328
329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
330 ob->deactivate (); // change_weapon activates, fix this better
331} 222}
332 223
333void 224void
334player::set_observe (object *op) 225player::set_observe (object *op)
335{ 226{
336 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
337 do_los = 1; 228 do_los = 1;
338} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
339 239
340player::player () 240player::player ()
341{ 241{
342 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
343 * we deal with that below this point. 243 * we deal with that below this point.
370 { 270 {
371 ob->destroy_inv (false); 271 ob->destroy_inv (false);
372 ob->destroy (); 272 ob->destroy ();
373 } 273 }
374 274
375 ob = observe = 0; 275 ob = observe = viewpoint = 0;
376} 276}
377 277
378player::~player () 278player::~player ()
379{ 279{
380 /* Clear item stack */ 280 /* Clear item stack */
381 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
382} 310}
383 311
384/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
385 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
386 * mode. 314 * mode.
388player * 316player *
389player::create () 317player::create ()
390{ 318{
391 player *pl = new player; 319 player *pl = new player;
392 320
393 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
394 322
395 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
398 326
399 set_first_map (pl->ob); 327 set_first_map (pl->ob);
400 328
401 return pl; 329 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 330}
431 331
432object * 332object *
433get_nearest_player (object *mon) 333get_nearest_player (object *mon)
434{ 334{
743 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 644}
745 645
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747static int 647static int
748roll_stat (void) 648roll_stat ()
749{ 649{
750 int a[4], i, j, k; 650 int a[4], i, j, k;
751 651
752 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
753 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
850player::chargen_race_done () 750player::chargen_race_done ()
851{ 751{
852 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
853 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
854 754
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
856 if (tl) 756 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
858 758
859 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
913 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
914 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
915 ob->stats.grace = 0; 815 ob->stats.grace = 0;
916} 816}
917 817
918void 818static void
919flee_player (object *op) 819flee_player (object *op)
920{ 820{
921 int dir, diff; 821 int dir, diff;
922 rv_vector rv; 822 rv_vector rv;
923 823
947 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
948 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
949 { 849 {
950 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
951 851
952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
953 return; 853 return;
954 } 854 }
955 855
956 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
957 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
967{ 867{
968 object *tmp, *next; 868 object *tmp, *next;
969 int stop = 0; 869 int stop = 0;
970 int wvratio; 870 int wvratio;
971 871
972 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
973 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
974 return 1; 874 return 1;
975 875
976 next = op->below; 876 next = op->below;
977 877
978 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980 880
981 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
982 * destroyed */ 882 * destroyed */
983 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1009 if (op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
1010 { 910 {
1011 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
1012 const char *str = tmp->name 912 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d", 915 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1017 917
1018 new_draw_info (NDI_UNIQUE, 0, op, str); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 } 919 }
1020 920
1021 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
1108 continue; 1008 continue;
1109 } 1009 }
1110 1010
1111 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1114 { 1017 {
1115 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1116 continue; 1019 continue;
1117 } 1020 }
1118 1021
1119 /* pick up all magical items */ 1022 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 { 1026 {
1123 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1124 continue; 1028 continue;
1125 } 1029 }
1126 1030
1133 } 1037 }
1134 } 1038 }
1135 1039
1136 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1137 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1139 { 1046 {
1140 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1141 continue; 1048 continue;
1142 } 1049 }
1143 1050
1192 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1193 continue; 1100 continue;
1194 } 1101 }
1195 1102
1196 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1198 { 1105 {
1199 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1200 continue; 1107 continue;
1201 } 1108 }
1202 1109
1252 fprintf (stderr, "%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1253 } 1160 }
1254 else 1161 else
1255 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1256 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1258#endif 1165#endif
1259 CHK_PICK_PICKUP; 1166 CHK_PICK_PICKUP;
1260 continue; 1167 continue;
1261 } 1168 }
1262 } /* the new pickup model */ 1169 } /* the new pickup model */
1263 } 1170 }
1264 1171
1265 return !stop; 1172 return !stop;
1266} 1173}
1267 1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1208}
1209
1268/* 1210/*
1269 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1270 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1271 * found object is returned. 1213 * found object is returned.
1272 */ 1214 */
1273object * 1215static object *
1274find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1275{ 1217{
1276 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp); 1220 return splay (tmp);
1292 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1293 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1294 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1295 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1296 */ 1238 */
1297object * 1239static object *
1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1299{ 1241{
1300 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1301 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1302 1244
1371 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1372 * op = the shooter 1314 * op = the shooter
1373 * type = bow->race 1315 * type = bow->race
1374 * dir = fire direction 1316 * dir = fire direction
1375 */ 1317 */
1376object * 1318static object *
1377pick_arrow_target (object *op, shstr_cmp type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1378{ 1320{
1379 object *tmp = NULL; 1321 object *tmp = NULL;
1380 maptile *m; 1322 maptile *m;
1381 int i, mflags, found, number; 1323 int i, mflags, found, number;
1596 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1597 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1598 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1599 * hence the function name. 1541 * hence the function name.
1600 */ 1542 */
1601int 1543static int
1602player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1603{ 1545{
1604 int ret; 1546 int ret;
1605 1547
1606 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1634} 1576}
1635 1577
1636/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1637 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1638 */ 1580 */
1639void 1581static void
1640fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1641{ 1583{
1642 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1643 1585
1644 if (!item) 1586 if (!item)
1651 { 1593 {
1652 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1653 return; 1595 return;
1654 } 1596 }
1655 1597
1656 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1657 return; 1599 return;
1658 1600
1659 if (item->type == WAND) 1601 if (item->type == WAND)
1660 { 1602 {
1661 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1666 return; 1608 return;
1667 } 1609 }
1668 } 1610 }
1669 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1670 { 1612 {
1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1672 1614
1673 // using the maximum of the rods charge allows at least one spell cast 1615 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1676 { 1618 {
1677 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1678 1620
1679 if (item->type == ROD) 1621 if (item->type == ROD)
1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1712} 1654}
1713 1655
1714/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1715 */ 1657 */
1716bool 1658bool
1717fire (object *op, int dir) 1659fire (object *who, int dir)
1718{ 1660{
1719 int spellcost = 0; 1661 int spellcost = 0;
1720 1662
1721 player *pl = op->contr; 1663 player *pl = who->contr;
1722 1664
1723 if (pl->golem) 1665 if (pl->golem)
1724 { 1666 {
1725 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1726 return false; 1668 return false;
1727 } 1669 }
1728 1670
1729 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1730 1672
1731 if (!ob) 1673 if (!ob)
1732 return false; 1674 return false;
1733 1675
1734 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1735 --op->speed_left; 1677 --who->speed_left;
1736 else 1678 else
1737 return false; 1679 return false;
1738 1680
1739 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1740 return false; 1682 return false;
1741 1683
1742 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1743 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1744 make_visible (op); 1686 make_visible (who);
1745 1687
1746 switch (ob->type) 1688 switch (ob->type)
1747 { 1689 {
1748 case BOW: 1690 case BOW:
1749 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1750 break; 1692 break;
1751 1693
1752 case SPELL: 1694 case SPELL:
1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1754 break; 1696 break;
1755 1697
1756 case BUILDER: 1698 case BUILDER:
1757 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1758 break; 1700 break;
1759 1701
1760 case SKILL: 1702 case SKILL:
1761 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1762 break; 1704 break;
1763 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1764 default: 1710 default:
1765 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1766 break; 1712 break;
1767 } 1713 }
1768 1714
1769 return true; 1715 return true;
1770} 1716}
1771 1717
1772/* find_key 1718static object *
1773 * We try to find a key for the door as passed. If we find a key
1774 * and successfully use it, we return the key, otherwise NULL
1775 * This function merges both normal and locked door, since the logic
1776 * for both is the same - just the specific key is different.
1777 * pl is the player,
1778 * inv is the objects inventory to searched
1779 * door is the door we are trying to match against.
1780 * This function can be called recursively to search containers.
1781 */
1782object *
1783find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1784{ 1720{
1785 object *tmp, *key; 1721 object *tmp, *key;
1786 1722
1787 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1788 if (!container->inv) 1724 if (!container->inv)
1809 if (!tmp) 1745 if (!tmp)
1810 { 1746 {
1811 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1812 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1813 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1814 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1815 return key; 1751 return key;
1816 1752
1817 if (!tmp) 1753 if (!tmp)
1818 return 0; 1754 return 0;
1819 } 1755 }
1838 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1839 * 1775 *
1840 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1841 * all the others. 1777 * all the others.
1842 */ 1778 */
1843 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1844 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1846 { 1782 {
1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1849 return NULL; 1785 return NULL;
1850 } 1786 }
1851 } 1787 }
1852 1788
1853 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1854} 1815}
1855 1816
1856/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1857 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1858 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1908 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1909 */ 1870 */
1910bool 1871bool
1911move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1912{ 1873{
1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1914 { 1875 {
1915 --op->speed_left; 1876 --op->speed_left;
1916 return true; 1877 return true;
1917 } 1878 }
1918 1879
1919 int on_battleground;
1920
1921 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1922 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1923
1924 on_battleground = op_on_battleground (op, 0, 0);
1925 1882
1926 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1927 return false; 1884 return false;
1928 1885
1929 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2001 } 1958 }
2002 else 1959 else
2003 return false; 1960 return false;
2004 } 1961 }
2005 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
2006 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2007 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2008 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2009 * attack them either. 1968 * attack them either.
2010 */ 1969 */
2074} 2033}
2075 2034
2076bool 2035bool
2077move_player (object *op, int dir) 2036move_player (object *op, int dir)
2078{ 2037{
2079 int pick;
2080
2081 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2082 return 0; 2039 return 0;
2083 2040
2084 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2085 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2086 { 2043 {
2087 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2088 return 0; 2045 return 0;
2089 } 2046 }
2090 2047
2096 2053
2097 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2098 do_hidden_move (op); 2055 do_hidden_move (op);
2099 2056
2100 bool retval; 2057 bool retval;
2058 int pick = 0;
2101 2059
2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2103 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2104 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2105 retval = fire (op, dir); 2063 retval = fire (op, dir);
2162 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2163 2121
2164 return false; 2122 return false;
2165} 2123}
2166 2124
2167int 2125static int
2168save_life (object *op) 2126save_life (object *op)
2169{ 2127{
2170 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2171 return 0; 2129 return 0;
2172 2130
2181 2139
2182 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2183 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2184 2142
2185 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2186 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2187 2145
2188 op->update_stats (); 2146 op->update_stats ();
2189 return 1; 2147 return 1;
2190 } 2148 }
2191 2149
2219void 2177void
2220object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2221{ 2179{
2222 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2223 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2224}
2225
2226/*
2227 * Returns pointer a static string containing gravestone text
2228 * Moved from apply.c to player.c - player.c is what
2229 * actually uses this function. player.c may not be quite the
2230 * best, a misc file for object actions is probably better,
2231 * but there isn't one in the server directory.
2232 */
2233const char *
2234gravestone_text (object *op)
2235{
2236 static dynbuf_text buf;
2237
2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2241 if (op->type == PLAYER)
2242 buf << " the " << op->contr->title;
2243
2244 buf << "\n\n";
2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2250 if (op->type == PLAYER)
2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2252
2253 {
2254 static char buf2[128];
2255 time_t now = time (NULL);
2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2257 buf << buf2;
2258 }
2259
2260 return buf;
2261} 2182}
2262 2183
2263void 2184void
2264do_some_living (object *op) 2185do_some_living (object *op)
2265{ 2186{
2457 2378
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2459 { 2380 {
2460 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2461 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2462 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2463 2384
2464 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2465 break; 2386 break;
2466 } 2387 }
2467 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2473 */ 2394 */
2474 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2475 { 2396 {
2476 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2478 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2479 } 2400 }
2480 2401
2481 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2482 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2520 return; 2441 return;
2521 2442
2522 dynbuf_text deathtab; 2443 dynbuf_text deathtab;
2523 2444
2524 /* restore player */ 2445 /* restore player */
2525 at = archetype::find ("poisoning"); 2446 at = archetype::find (shstr_poisoning);
2526 if (object *tmp = present_arch_in_ob (at, op)) 2447 if (object *tmp = present_arch_in_ob (at, op))
2527 { 2448 {
2528 tmp->destroy (); 2449 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r"; 2450 deathtab << "Your body feels cleansed...\r";
2530 } 2451 }
2531 2452
2532 at = archetype::find ("confusion"); 2453 at = archetype::find (shstr_confusion);
2533 if (object *tmp = present_arch_in_ob (at, op)) 2454 if (object *tmp = present_arch_in_ob (at, op))
2534 { 2455 {
2535 tmp->destroy (); 2456 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r"; 2457 deathtab << "Your mind feels clearer...\r";
2537 } 2458 }
2539 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2540 2461
2541 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2546 op->stats.food = 999;
2547 2466
2548 // remove all spell effects that are active 2467 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2551 { 2470 {
2564 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2565 { 2484 {
2566 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2567 2486
2568 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2569 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2570 { 2489
2571 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2572 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2573 tmp->msg = format ( 2492 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2576 (int)op->level, 2495 (int)op->level,
2577 op->contr->killer_name () 2496 op->contr->killer_name ()
2578 ); 2497 );
2579 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2580 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2581 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2582 }
2583 2501
2584 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2585 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2586 op->contr->braced = 0; 2504 op->contr->braced = 0;
2587 2505
2649 lost_a_stat = 1; 2567 lost_a_stat = 1;
2650 } 2568 }
2651 else 2569 else
2652 { 2570 {
2653 /* deplete a stat */ 2571 /* deplete a stat */
2654 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2655 object *dep; 2573 object *dep;
2656 2574
2657 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2658 if (!dep) 2576 if (!dep)
2659 { 2577 {
2660 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2661 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2662 } 2580 }
2663 lose_this_stat = 1; 2581 lose_this_stat = 1;
2664 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2665 { 2583 {
2731#endif 2649#endif
2732 2650
2733 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2734 * exp loss on the stone. 2652 * exp loss on the stone.
2735 */ 2653 */
2736 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2737 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2738 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2740 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2741 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2796 } 2714 }
2797 2715
2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2799} 2717}
2800 2718
2801void 2719static void
2802loot_object (object *op) 2720loot_object (object *op)
2803{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2804 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2805 2723
2806 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2837 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2838 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2839 * was changed. 2757 * was changed.
2840 */ 2758 */
2841void 2759void
2842fix_weight (void) 2760fix_weight ()
2843{ 2761{
2844 for_all_players (pl) 2762 for_all_players (pl)
2845 { 2763 {
2846 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2847 2765
2854 } 2772 }
2855 } 2773 }
2856} 2774}
2857 2775
2858void 2776void
2859fix_luck (void) 2777fix_luck ()
2860{ 2778{
2861 for_all_players (pl) 2779 for_all_players (pl)
2862 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2863 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2864} 2782}
3108 } 3026 }
3109 3027
3110 return 0; 3028 return 0;
3111} 3029}
3112 3030
3113/* routine for both players and monsters. We call this when
3114 * there is a possibility for our action distrubing our hiding
3115 * place or invisiblity spell. Artefact invisiblity causes
3116 * "noise" instead. If we arent invisible to begin with, we
3117 * return 0.
3118 */
3119int
3120action_makes_visible (object *op)
3121{
3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3123 {
3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3131 return 0;
3132 }
3133
3134 if (op->contr && op->contr->tmp_invis == 0)
3135 return 0;
3136
3137 /* If monsters, they should become visible */
3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3139 {
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3141 return 1;
3142 }
3143 }
3144
3145 return 0;
3146}
3147
3148/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3149 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3150 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3151 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3152 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3171 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3173 { 3056 {
3174 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3176 {
3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3178 { 3061 {
3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3180 {
3181 if (x && y) 3062 if (x && y)
3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183 3064
3184 return 1; 3065 return 1;
3185 }
3186 } 3066 }
3187 }
3188 3067
3189 if (x && y) 3068 if (x && y)
3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191 3070
3192 return 1; 3071 return 1;
3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3350 } 3229 }
3351 else 3230 else
3352 { 3231 {
3353 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3354 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3356 who->insert (tmp); 3235 who->insert (tmp);
3357 } 3236 }
3358} 3237}
3359 3238
3360/** 3239//-GPL
3361 * Unready an object for a player. This function does nothing if the object was
3362 * not readied.
3363 */
3364void
3365player_unready_range_ob (player *pl, object *ob)
3366{
3367 if (pl->ob->current_weapon == ob)
3368 pl->ob->current_weapon = 0;
3369
3370 if (pl->combat_ob == ob)
3371 pl->combat_ob = 0;
3372
3373 if (pl->ranged_ob == ob)
3374 pl->ranged_ob = 0;
3375}
3376 3240
3377sint8 3241sint8
3378player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3379{ 3243{
3380 if (!ns) 3244 if (!ns)

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