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 1.263 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 (©) 2005,2006,2007,2008,2009 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.
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
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
141 activate (); 174 activate ();
142 175
143 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
145} 178}
184 217
185 ob->speed = 1.0f; 218 ob->speed = 1.0f;
186 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
187 220
188 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 222}
217 223
218void 224void
219player::set_observe (object *op) 225player::set_observe (object *op)
220{ 226{
273{ 279{
274 /* Clear item stack */ 280 /* Clear item stack */
275 free (stack_items); 281 free (stack_items);
276} 282}
277 283
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 }
310}
311
278/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
280 * mode. 314 * mode.
281 */ 315 */
282player * 316player *
283player::create () 317player::create ()
284{ 318{
285 player *pl = new player; 319 player *pl = new player;
286 320
287 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
288 322
289 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
292 326
293 set_first_map (pl->ob); 327 set_first_map (pl->ob);
294 328
295 return pl; 329 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} 330}
325 331
326object * 332object *
327get_nearest_player (object *mon) 333get_nearest_player (object *mon)
328{ 334{
637 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:");
638} 644}
639 645
640/* 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. */
641static int 647static int
642roll_stat (void) 648roll_stat ()
643{ 649{
644 int a[4], i, j, k; 650 int a[4], i, j, k;
645 651
646 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
744player::chargen_race_done () 750player::chargen_race_done ()
745{ 751{
746 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
748 754
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 756 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
752 758
753 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
807 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 815 ob->stats.grace = 0;
810} 816}
811 817
812void 818static void
813flee_player (object *op) 819flee_player (object *op)
814{ 820{
815 int dir, diff; 821 int dir, diff;
816 rv_vector rv; 822 rv_vector rv;
817 823
841 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
843 { 849 {
844 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
845 851
846 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))))
847 return; 853 return;
848 } 854 }
849 855
850 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
861{ 867{
862 object *tmp, *next; 868 object *tmp, *next;
863 int stop = 0; 869 int stop = 0;
864 int wvratio; 870 int wvratio;
865 871
866 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
868 return 1; 874 return 1;
869 875
870 next = op->below; 876 next = op->below;
871 877
872 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 880
875 /* 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
876 * destroyed */ 882 * destroyed */
877 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
904 { 910 {
905 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
906 const char *str = tmp->name 912 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 913 ? 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)))) 914 &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", 915 : 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)))); 916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911 917
912 new_draw_info (NDI_UNIQUE, 0, op, str); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 919 }
914 920
915 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
1002 continue; 1008 continue;
1003 } 1009 }
1004 1010
1005 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 1017 {
1009 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1010 continue; 1019 continue;
1011 } 1020 }
1012 1021
1013 /* pick up all magical items */ 1022 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1015 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))
1016 { 1026 {
1017 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1018 continue; 1028 continue;
1019 } 1029 }
1020 1030
1027 } 1037 }
1028 } 1038 }
1029 1039
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1046 {
1034 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1035 continue; 1048 continue;
1036 } 1049 }
1037 1050
1086 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1087 continue; 1100 continue;
1088 } 1101 }
1089 1102
1090 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1105 {
1093 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1094 continue; 1107 continue;
1095 } 1108 }
1096 1109
1146 fprintf (stderr, "%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1147 } 1160 }
1148 else 1161 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1165#endif
1153 CHK_PICK_PICKUP; 1166 CHK_PICK_PICKUP;
1154 continue; 1167 continue;
1155 } 1168 }
1156 } /* the new pickup model */ 1169 } /* the new pickup model */
1157 } 1170 }
1158 1171
1159 return !stop; 1172 return !stop;
1160} 1173}
1161 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
1162/* 1210/*
1163 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1213 * found object is returned.
1166 */ 1214 */
1167object * 1215static object *
1168find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1169{ 1217{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1220 return splay (tmp);
1186 * 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
1187 * 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
1188 * 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
1189 * 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.
1190 */ 1238 */
1191object * 1239static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1241{
1194 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1196 1244
1265 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1314 * op = the shooter
1267 * type = bow->race 1315 * type = bow->race
1268 * dir = fire direction 1316 * dir = fire direction
1269 */ 1317 */
1270object * 1318static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1320{
1273 object *tmp = NULL; 1321 object *tmp = NULL;
1274 maptile *m; 1322 maptile *m;
1275 int i, mflags, found, number; 1323 int i, mflags, found, number;
1490 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1541 * hence the function name.
1494 */ 1542 */
1495int 1543static int
1496player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1497{ 1545{
1498 int ret; 1546 int ret;
1499 1547
1500 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1528} 1576}
1529 1577
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1532 */ 1580 */
1533void 1581static void
1534fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1535{ 1583{
1536 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1537 1585
1538 if (!item) 1586 if (!item)
1545 { 1593 {
1546 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1547 return; 1595 return;
1548 } 1596 }
1549 1597
1550 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1551 return; 1599 return;
1552 1600
1553 if (item->type == WAND) 1601 if (item->type == WAND)
1554 { 1602 {
1555 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1560 return; 1608 return;
1561 } 1609 }
1562 } 1610 }
1563 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1564 { 1612 {
1565 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);
1566 1614
1567 // 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
1568 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1618 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1572 1620
1573 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1606} 1654}
1607 1655
1608/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1609 */ 1657 */
1610bool 1658bool
1611fire (object *op, int dir) 1659fire (object *who, int dir)
1612{ 1660{
1613 int spellcost = 0; 1661 int spellcost = 0;
1614 1662
1615 player *pl = op->contr; 1663 player *pl = who->contr;
1616 1664
1617 if (pl->golem) 1665 if (pl->golem)
1618 { 1666 {
1619 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1620 return false; 1668 return false;
1621 } 1669 }
1622 1670
1623 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1624 1672
1625 if (!ob) 1673 if (!ob)
1626 return false; 1674 return false;
1627 1675
1628 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1629 --op->speed_left; 1677 --who->speed_left;
1630 else 1678 else
1631 return false; 1679 return false;
1632 1680
1633 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1634 return false; 1682 return false;
1635 1683
1636 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1637 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1638 make_visible (op); 1686 make_visible (who);
1639 1687
1640 switch (ob->type) 1688 switch (ob->type)
1641 { 1689 {
1642 case BOW: 1690 case BOW:
1643 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1644 break; 1692 break;
1645 1693
1646 case SPELL: 1694 case SPELL:
1647 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);
1648 break; 1696 break;
1649 1697
1650 case BUILDER: 1698 case BUILDER:
1651 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1652 break; 1700 break;
1653 1701
1654 case SKILL: 1702 case SKILL:
1655 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1656 break; 1704 break;
1657 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1658 default: 1710 default:
1659 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1660 break; 1712 break;
1661 } 1713 }
1662 1714
1663 return true; 1715 return true;
1664} 1716}
1817 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1818 */ 1870 */
1819bool 1871bool
1820move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1821{ 1873{
1822 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))
1823 { 1875 {
1824 --op->speed_left; 1876 --op->speed_left;
1825 return true; 1877 return true;
1826 } 1878 }
1827 1879
1828 int on_battleground;
1829
1830 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1831 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1832
1833 on_battleground = op_on_battleground (op, 0, 0);
1834 1882
1835 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1836 return false; 1884 return false;
1837 1885
1838 /* 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
1910 } 1958 }
1911 else 1959 else
1912 return false; 1960 return false;
1913 } 1961 }
1914 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1915 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1916 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1917 * 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
1918 * attack them either. 1968 * attack them either.
1919 */ 1969 */
1983} 2033}
1984 2034
1985bool 2035bool
1986move_player (object *op, int dir) 2036move_player (object *op, int dir)
1987{ 2037{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1991 return 0; 2039 return 0;
1992 2040
1993 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
1995 { 2043 {
1996 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
1997 return 0; 2045 return 0;
1998 } 2046 }
1999 2047
2005 2053
2006 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2055 do_hidden_move (op);
2008 2056
2009 bool retval; 2057 bool retval;
2058 int pick = 0;
2010 2059
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2063 retval = fire (op, dir);
2071 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2072 2121
2073 return false; 2122 return false;
2074} 2123}
2075 2124
2076int 2125static int
2077save_life (object *op) 2126save_life (object *op)
2078{ 2127{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2080 return 0; 2129 return 0;
2081 2130
2090 2139
2091 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2092 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2093 2142
2094 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2095 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2096 2145
2097 op->update_stats (); 2146 op->update_stats ();
2098 return 1; 2147 return 1;
2099 } 2148 }
2100 2149
2128void 2177void
2129object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2130{ 2179{
2131 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2181 ::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} 2182}
2171 2183
2172void 2184void
2173do_some_living (object *op) 2185do_some_living (object *op)
2174{ 2186{
2366 2378
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2368 { 2380 {
2369 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2370 "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.>");
2371 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2372 2384
2373 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2374 break; 2386 break;
2375 } 2387 }
2376 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2382 */ 2394 */
2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2384 { 2396 {
2385 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2386 "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.>");
2387 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2388 } 2400 }
2389 2401
2390 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2391 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2429 return; 2441 return;
2430 2442
2431 dynbuf_text deathtab; 2443 dynbuf_text deathtab;
2432 2444
2433 /* restore player */ 2445 /* restore player */
2434 at = archetype::find ("poisoning"); 2446 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2447 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2448 {
2437 tmp->destroy (); 2449 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2450 deathtab << "Your body feels cleansed...\r";
2439 } 2451 }
2440 2452
2441 at = archetype::find ("confusion"); 2453 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2454 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2455 {
2444 tmp->destroy (); 2456 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2457 deathtab << "Your mind feels clearer...\r";
2446 } 2458 }
2448 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2449 2461
2450 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2455 op->stats.food = 999;
2456 2466
2457 // remove all spell effects that are active 2467 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2460 { 2470 {
2473 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2474 { 2484 {
2475 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";
2476 2486
2477 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2479 { 2489
2480 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2492 tmp->msg = format (
2483 "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",
2484 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2485 (int)op->level, 2495 (int)op->level,
2486 op->contr->killer_name () 2496 op->contr->killer_name ()
2487 ); 2497 );
2488 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2489 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2490 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2491 }
2492 2501
2493 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2494 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2495 op->contr->braced = 0; 2504 op->contr->braced = 0;
2496 2505
2558 lost_a_stat = 1; 2567 lost_a_stat = 1;
2559 } 2568 }
2560 else 2569 else
2561 { 2570 {
2562 /* deplete a stat */ 2571 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2573 object *dep;
2565 2574
2566 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2576 if (!dep)
2568 { 2577 {
2569 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2570 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2571 } 2580 }
2572 lose_this_stat = 1; 2581 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2574 { 2583 {
2640#endif 2649#endif
2641 2650
2642 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2652 * exp loss on the stone.
2644 */ 2653 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2646 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 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", 2657 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 ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2705 } 2714 }
2706 2715
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2717}
2709 2718
2710void 2719static void
2711loot_object (object *op) 2720loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2714 2723
2715 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2746 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2747 * 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
2748 * was changed. 2757 * was changed.
2749 */ 2758 */
2750void 2759void
2751fix_weight (void) 2760fix_weight ()
2752{ 2761{
2753 for_all_players (pl) 2762 for_all_players (pl)
2754 { 2763 {
2755 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2756 2765
2763 } 2772 }
2764 } 2773 }
2765} 2774}
2766 2775
2767void 2776void
2768fix_luck (void) 2777fix_luck ()
2769{ 2778{
2770 for_all_players (pl) 2779 for_all_players (pl)
2771 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2772 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2773} 2782}
3017 } 3026 }
3018 3027
3019 return 0; 3028 return 0;
3020} 3029}
3021 3030
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 3031/* op_on_battleground - checks if the given object op (usually
3058 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3059 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3060 * -exit-coord. (and if x, y not NULL) 3034 * -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 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3080 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3056 {
3083 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3061 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3062 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3064
3093 return 1; 3065 return 1;
3094 }
3095 } 3066 }
3096 }
3097 3067
3098 if (x && y) 3068 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3070
3101 return 1; 3071 return 1;
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3229 }
3260 else 3230 else
3261 { 3231 {
3262 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3235 who->insert (tmp);
3266 } 3236 }
3267}
3268
3269/**
3270 * Unready an object for a player. This function does nothing if the object was
3271 * not readied.
3272 */
3273void
3274player_unready_range_ob (player *pl, object *ob)
3275{
3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3278
3279 if (pl->combat_ob == ob)
3280 pl->combat_ob = 0;
3281
3282 if (pl->ranged_ob == ob)
3283 pl->ranged_ob = 0;
3284} 3237}
3285 3238
3286//-GPL 3239//-GPL
3287 3240
3288sint8 3241sint8

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines