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Comparing deliantra/server/server/player.C (file contents):
Revision 1.240 by root, Fri Nov 6 12:49:19 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{
310player * 316player *
311player::create () 317player::create ()
312{ 318{
313 player *pl = new player; 319 player *pl = new player;
314 320
315 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
316 322
317 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
320 326
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 */
1300 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1301 * op = the shooter 1314 * op = the shooter
1302 * type = bow->race 1315 * type = bow->race
1303 * dir = fire direction 1316 * dir = fire direction
1304 */ 1317 */
1305object * 1318static object *
1306pick_arrow_target (object *op, shstr_cmp type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1307{ 1320{
1308 object *tmp = NULL; 1321 object *tmp = NULL;
1309 maptile *m; 1322 maptile *m;
1310 int i, mflags, found, number; 1323 int i, mflags, found, number;
1525 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1526 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1527 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1528 * hence the function name. 1541 * hence the function name.
1529 */ 1542 */
1530int 1543static int
1531player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1532{ 1545{
1533 int ret; 1546 int ret;
1534 1547
1535 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1563} 1576}
1564 1577
1565/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1566 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1567 */ 1580 */
1568void 1581static void
1569fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1570{ 1583{
1571 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1572 1585
1573 if (!item) 1586 if (!item)
1580 { 1593 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1595 return;
1583 } 1596 }
1584 1597
1585 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1586 return; 1599 return;
1587 1600
1588 if (item->type == WAND) 1601 if (item->type == WAND)
1589 { 1602 {
1590 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1595 return; 1608 return;
1596 } 1609 }
1597 } 1610 }
1598 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1599 { 1612 {
1600 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);
1601 1614
1602 // 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
1603 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 { 1618 {
1606 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1607 1620
1608 if (item->type == ROD) 1621 if (item->type == ROD)
1609 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));
1641} 1654}
1642 1655
1643/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1644 */ 1657 */
1645bool 1658bool
1646fire (object *op, int dir) 1659fire (object *who, int dir)
1647{ 1660{
1648 int spellcost = 0; 1661 int spellcost = 0;
1649 1662
1650 player *pl = op->contr; 1663 player *pl = who->contr;
1651 1664
1652 if (pl->golem) 1665 if (pl->golem)
1653 { 1666 {
1654 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1655 return false; 1668 return false;
1656 } 1669 }
1657 1670
1658 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1659 1672
1660 if (!ob) 1673 if (!ob)
1661 return false; 1674 return false;
1662 1675
1663 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1664 --op->speed_left; 1677 --who->speed_left;
1665 else 1678 else
1666 return false; 1679 return false;
1667 1680
1668 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1669 return false; 1682 return false;
1670 1683
1671 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1673 make_visible (op); 1686 make_visible (who);
1674 1687
1675 switch (ob->type) 1688 switch (ob->type)
1676 { 1689 {
1677 case BOW: 1690 case BOW:
1678 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1679 break; 1692 break;
1680 1693
1681 case SPELL: 1694 case SPELL:
1682 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);
1683 break; 1696 break;
1684 1697
1685 case BUILDER: 1698 case BUILDER:
1686 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1687 break; 1700 break;
1688 1701
1689 case SKILL: 1702 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1691 break; 1704 break;
1692 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1693 default: 1710 default:
1694 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1695 break; 1712 break;
1696 } 1713 }
1697 1714
1698 return true; 1715 return true;
1699} 1716}
1852 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1853 */ 1870 */
1854bool 1871bool
1855move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1856{ 1873{
1857 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))
1858 { 1875 {
1859 --op->speed_left; 1876 --op->speed_left;
1860 return true; 1877 return true;
1861 } 1878 }
1862 1879
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1882
1870 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1871 return false; 1884 return false;
1872 1885
1873 /* 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
1945 } 1958 }
1946 else 1959 else
1947 return false; 1960 return false;
1948 } 1961 }
1949 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1950 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1952 * 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
1953 * attack them either. 1968 * attack them either.
1954 */ 1969 */
2018} 2033}
2019 2034
2020bool 2035bool
2021move_player (object *op, int dir) 2036move_player (object *op, int dir)
2022{ 2037{
2023 int pick;
2024
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2026 return 0; 2039 return 0;
2027 2040
2028 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2029 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2030 { 2043 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0; 2045 return 0;
2033 } 2046 }
2034 2047
2040 2053
2041 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op); 2055 do_hidden_move (op);
2043 2056
2044 bool retval; 2057 bool retval;
2058 int pick = 0;
2045 2059
2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2047 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2048 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2049 retval = fire (op, dir); 2063 retval = fire (op, dir);
2106 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2107 2121
2108 return false; 2122 return false;
2109} 2123}
2110 2124
2111int 2125static int
2112save_life (object *op) 2126save_life (object *op)
2113{ 2127{
2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2115 return 0; 2129 return 0;
2116 2130
2125 2139
2126 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2127 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2128 2142
2129 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2130 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2131 2145
2132 op->update_stats (); 2146 op->update_stats ();
2133 return 1; 2147 return 1;
2134 } 2148 }
2135 2149
2163void 2177void
2164object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2165{ 2179{
2166 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2167 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2168}
2169
2170/*
2171 * Returns pointer a static string containing gravestone text
2172 * Moved from apply.c to player.c - player.c is what
2173 * actually uses this function. player.c may not be quite the
2174 * best, a misc file for object actions is probably better,
2175 * but there isn't one in the server directory.
2176 */
2177const char *
2178gravestone_text (object *op)
2179{
2180 static dynbuf_text buf;
2181
2182 buf << "---- R.I.P. ----\n\n"
2183 << op->name;
2184
2185 if (op->type == PLAYER)
2186 buf << " the " << op->contr->title;
2187
2188 buf << "\n\n";
2189
2190 buf << "who was level ";
2191 buf << (sint32)op->level << "\n\n" // OO breakdown
2192 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2193
2194 if (op->type == PLAYER)
2195 buf << "by " << op->contr->killer_name () << ".\n\n";
2196
2197 {
2198 static char buf2[128];
2199 time_t now = time (NULL);
2200 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2201 buf << buf2;
2202 }
2203
2204 return buf;
2205} 2182}
2206 2183
2207void 2184void
2208do_some_living (object *op) 2185do_some_living (object *op)
2209{ 2186{
2401 2378
2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2403 { 2380 {
2404 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2405 "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.>");
2406 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2407 2384
2408 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2409 break; 2386 break;
2410 } 2387 }
2411 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2417 */ 2394 */
2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2419 { 2396 {
2420 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2421 "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.>");
2422 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2423 } 2400 }
2424 2401
2425 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2426 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2464 return; 2441 return;
2465 2442
2466 dynbuf_text deathtab; 2443 dynbuf_text deathtab;
2467 2444
2468 /* restore player */ 2445 /* restore player */
2469 at = archetype::find ("poisoning"); 2446 at = archetype::find (shstr_poisoning);
2470 if (object *tmp = present_arch_in_ob (at, op)) 2447 if (object *tmp = present_arch_in_ob (at, op))
2471 { 2448 {
2472 tmp->destroy (); 2449 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r"; 2450 deathtab << "Your body feels cleansed...\r";
2474 } 2451 }
2475 2452
2476 at = archetype::find ("confusion"); 2453 at = archetype::find (shstr_confusion);
2477 if (object *tmp = present_arch_in_ob (at, op)) 2454 if (object *tmp = present_arch_in_ob (at, op))
2478 { 2455 {
2479 tmp->destroy (); 2456 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r"; 2457 deathtab << "Your mind feels clearer...\r";
2481 } 2458 }
2483 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2484 2461
2485 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2490 op->stats.food = 999;
2491 2466
2492 // remove all spell effects that are active 2467 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2495 { 2470 {
2508 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2509 { 2484 {
2510 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";
2511 2486
2512 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2513 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2514 { 2489
2515 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2516 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2517 tmp->msg = format ( 2492 tmp->msg = format (
2518 "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",
2519 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2520 (int)op->level, 2495 (int)op->level,
2521 op->contr->killer_name () 2496 op->contr->killer_name ()
2522 ); 2497 );
2523 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2524 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2525 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2526 }
2527 2501
2528 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2529 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2530 op->contr->braced = 0; 2504 op->contr->braced = 0;
2531 2505
2593 lost_a_stat = 1; 2567 lost_a_stat = 1;
2594 } 2568 }
2595 else 2569 else
2596 { 2570 {
2597 /* deplete a stat */ 2571 /* deplete a stat */
2598 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2599 object *dep; 2573 object *dep;
2600 2574
2601 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2602 if (!dep) 2576 if (!dep)
2603 { 2577 {
2604 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2605 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2606 } 2580 }
2607 lose_this_stat = 1; 2581 lose_this_stat = 1;
2608 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2609 { 2583 {
2675#endif 2649#endif
2676 2650
2677 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2678 * exp loss on the stone. 2652 * exp loss on the stone.
2679 */ 2653 */
2680 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2681 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2682 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2683 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",
2684 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2685 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2740 } 2714 }
2741 2715
2742 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2743} 2717}
2744 2718
2745void 2719static void
2746loot_object (object *op) 2720loot_object (object *op)
2747{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2748 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2749 2723
2750 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2781 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2782 * 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
2783 * was changed. 2757 * was changed.
2784 */ 2758 */
2785void 2759void
2786fix_weight (void) 2760fix_weight ()
2787{ 2761{
2788 for_all_players (pl) 2762 for_all_players (pl)
2789 { 2763 {
2790 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2791 2765
2798 } 2772 }
2799 } 2773 }
2800} 2774}
2801 2775
2802void 2776void
2803fix_luck (void) 2777fix_luck ()
2804{ 2778{
2805 for_all_players (pl) 2779 for_all_players (pl)
2806 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2807 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2808} 2782}
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

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