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Comparing deliantra/server/server/player.C (file contents):
Revision 1.223 by root, Thu Jan 1 15:43:35 2009 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
364 disconnect (); 234 disconnect ();
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 239 ob->destroy ();
372 }
373 240
374 ob = observe = 0; 241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
673 op->destroy (); 540 op->destroy ();
674 continue; 541 continue;
675 } 542 }
676 } 543 }
677 544
678 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 548 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
685 { 550 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 553 {
694 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 557 break;
697 } 558 }
698 559
699 if (op->nrof > 1) 560 if (op->nrof > 1)
700 op->nrof = 1; 561 op->nrof = 1;
701 } 562 }
702 563
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 610}
750 611
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 613static int
753roll_stat (void) 614roll_stat ()
754{ 615{
755 int a[4], i, j, k; 616 int a[4], i, j, k;
756 617
757 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 716player::chargen_race_done ()
856{ 717{
857 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
859 720
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 722 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
863 724
864 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 781 ob->stats.grace = 0;
921} 782}
922 783
923void 784static void
924flee_player (object *op) 785flee_player (object *op)
925{ 786{
926 int dir, diff; 787 int dir, diff;
927 rv_vector rv; 788 rv_vector rv;
928 789
952 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
954 { 815 {
955 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
956 817
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
958 return; 819 return;
959 } 820 }
960 821
961 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
972{ 833{
973 object *tmp, *next; 834 object *tmp, *next;
974 int stop = 0; 835 int stop = 0;
975 int wvratio; 836 int wvratio;
976 837
977 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
978 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
979 return 1; 840 return 1;
980 841
981 next = op->below; 842 next = op->below;
982 843
983 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985 846
986 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
987 * destroyed */ 848 * destroyed */
988 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1014 if (op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1015 { 876 {
1016 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 878 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 883
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 885 }
1025 886
1026 if (op->contr->mode & PU_INHIBIT) 887 if (op->contr->mode & PU_INHIBIT)
1113 continue; 974 continue;
1114 } 975 }
1115 976
1116 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
1119 { 983 {
1120 CHK_PICK_PICKUP; 984 CHK_PICK_PICKUP;
1121 continue; 985 continue;
1122 } 986 }
1123 987
1124 /* pick up all magical items */ 988 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 { 992 {
1128 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1129 continue; 994 continue;
1130 } 995 }
1131 996
1138 } 1003 }
1139 } 1004 }
1140 1005
1141 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1142 if (op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1144 { 1012 {
1145 CHK_PICK_PICKUP; 1013 CHK_PICK_PICKUP;
1146 continue; 1014 continue;
1147 } 1015 }
1148 1016
1197 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1198 continue; 1066 continue;
1199 } 1067 }
1200 1068
1201 if (op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1203 { 1071 {
1204 CHK_PICK_PICKUP; 1072 CHK_PICK_PICKUP;
1205 continue; 1073 continue;
1206 } 1074 }
1207 1075
1257 fprintf (stderr, "%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1258 } 1126 }
1259 else 1127 else
1260 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1261 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1263#endif 1131#endif
1264 CHK_PICK_PICKUP; 1132 CHK_PICK_PICKUP;
1265 continue; 1133 continue;
1266 } 1134 }
1267 } /* the new pickup model */ 1135 } /* the new pickup model */
1268 } 1136 }
1269 1137
1270 return !stop; 1138 return !stop;
1271} 1139}
1272 1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1174}
1175
1273/* 1176/*
1274 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1275 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1276 * found object is returned. 1179 * found object is returned.
1277 */ 1180 */
1278object * 1181static object *
1279find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1280{ 1183{
1281 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp); 1186 return splay (tmp);
1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1298 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1299 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1300 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1301 */ 1204 */
1302object * 1205static object *
1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304{ 1207{
1305 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1306 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1307 1210
1322 } 1225 }
1323 } 1226 }
1324 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1325 { 1228 {
1326 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1328 { 1231 {
1329 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1330 { 1233 {
1331 *better = 100; 1234 *better = 100;
1332 return arrow; 1235 return arrow;
1376 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1377 * op = the shooter 1280 * op = the shooter
1378 * type = bow->race 1281 * type = bow->race
1379 * dir = fire direction 1282 * dir = fire direction
1380 */ 1283 */
1381object * 1284static object *
1382pick_arrow_target (object *op, shstr_cmp type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1383{ 1286{
1384 object *tmp = NULL; 1287 object *tmp = NULL;
1385 maptile *m; 1288 maptile *m;
1386 int i, mflags, found, number; 1289 int i, mflags, found, number;
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0; 1377 return 0;
1475 } 1378 }
1476 1379
1477 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below) 1381 splay (bow);
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 } 1382 }
1484 1383
1485 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1486 { 1385 {
1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1533 arrow->direction = dir; 1432 arrow->direction = dir;
1534 1433
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1538 1437 arrow->custom_name = arrow->slaying;
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541 1438
1542#if 0 1439#if 0
1543 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1544 { 1441 {
1545 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1607 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1608 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1609 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1610 * hence the function name. 1507 * hence the function name.
1611 */ 1508 */
1612int 1509static int
1613player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1614{ 1511{
1615 int ret; 1512 int ret;
1616 1513
1617 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1645} 1542}
1646 1543
1647/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1648 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1649 */ 1546 */
1650void 1547static void
1651fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1652{ 1549{
1653 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1654 1551
1655 if (!item) 1552 if (!item)
1662 { 1559 {
1663 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1664 return; 1561 return;
1665 } 1562 }
1666 1563
1667 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1668 return; 1565 return;
1669 1566
1670 if (item->type == WAND) 1567 if (item->type == WAND)
1671 { 1568 {
1672 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1677 return; 1574 return;
1678 } 1575 }
1679 } 1576 }
1680 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1681 { 1578 {
1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1683 1580
1684 // using the maximum of the rods charge allows at least one spell cast 1581 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods. 1582 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1687 { 1584 {
1688 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1689 1586
1690 if (item->type == ROD) 1587 if (item->type == ROD)
1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1723} 1620}
1724 1621
1725/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1726 */ 1623 */
1727bool 1624bool
1728fire (object *op, int dir) 1625fire (object *who, int dir)
1729{ 1626{
1730 int spellcost = 0; 1627 int spellcost = 0;
1731 1628
1732 player *pl = op->contr; 1629 player *pl = who->contr;
1733 1630
1734 if (pl->golem) 1631 if (pl->golem)
1735 { 1632 {
1736 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1737 return false; 1634 return false;
1738 } 1635 }
1739 1636
1740 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1741 1638
1742 if (!ob) 1639 if (!ob)
1743 return false; 1640 return false;
1744 1641
1745 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1746 --op->speed_left; 1643 --who->speed_left;
1747 else 1644 else
1748 return false; 1645 return false;
1749 1646
1750 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1751 return false; 1648 return false;
1752 1649
1753 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1755 make_visible (op); 1652 make_visible (who);
1756 1653
1757 switch (ob->type) 1654 switch (ob->type)
1758 { 1655 {
1759 case BOW: 1656 case BOW:
1760 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1761 break; 1658 break;
1762 1659
1763 case SPELL: 1660 case SPELL:
1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1765 break; 1662 break;
1766 1663
1767 case BUILDER: 1664 case BUILDER:
1768 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1769 break; 1666 break;
1770 1667
1771 case SKILL: 1668 case SKILL:
1772 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1773 break; 1670 break;
1774 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1775 default: 1676 default:
1776 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1777 break; 1678 break;
1778 } 1679 }
1779 1680
1780 return true; 1681 return true;
1781} 1682}
1782 1683
1783/* find_key 1684static object *
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793object *
1794find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1795{ 1686{
1796 object *tmp, *key; 1687 object *tmp, *key;
1797 1688
1798 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv) 1690 if (!container->inv)
1802 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1803 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 { 1695 {
1805 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1806 break; 1697 break;
1698
1807 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1809 */ 1701 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break; 1703 break;
1817 * a key, return 1709 * a key, return
1818 */ 1710 */
1819 if (!tmp) 1711 if (!tmp)
1820 { 1712 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1827 return key; 1717 return key;
1828 }
1829 }
1830 1718
1831 if (!tmp) 1719 if (!tmp)
1832 return NULL; 1720 return 0;
1833 } 1721 }
1834 1722
1835 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1836 * see if we actually want to use it 1724 * see if we actually want to use it
1837 */ 1725 */
1838 if (pl != container) 1726 if (pl != container)
1839 { 1727 {
1840 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1841 if (!pl->contr) 1729 if (!pl->contr)
1842 return NULL; 1730 return 0;
1731
1843 /* cases where this fails: 1732 /* cases where this fails:
1844 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1845 * are not in the players inventory. 1734 * are not in the players inventory.
1846 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1847 * containers can be used. 1736 * containers can be used.
1851 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1852 * 1741 *
1853 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1854 * all the others. 1743 * all the others.
1855 */ 1744 */
1856 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1857 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1858 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 { 1748 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1862 return NULL; 1751 return NULL;
1863 } 1752 }
1864 } 1753 }
1865 1754
1866 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1867} 1781}
1868 1782
1869/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1921 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1922 */ 1836 */
1923bool 1837bool
1924move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1925{ 1839{
1926 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
1927 1845
1928 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1929 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1930 1848
1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1934 return false; 1850 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941 1851
1942 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
1943 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
1944 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
1945 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2014 } 1924 }
2015 else 1925 else
2016 return false; 1926 return false;
2017 } 1927 }
2018 1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
2019 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2020 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2021 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2022 * attack them either. 1934 * attack them either.
2023 */ 1935 */
2087} 1999}
2088 2000
2089bool 2001bool
2090move_player (object *op, int dir) 2002move_player (object *op, int dir)
2091{ 2003{
2092 int pick;
2093
2094 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2095 return 0; 2005 return 0;
2096 2006
2097 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2099 { 2009 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0; 2011 return 0;
2102 } 2012 }
2103 2013
2109 2019
2110 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op); 2021 do_hidden_move (op);
2112 2022
2113 bool retval; 2023 bool retval;
2024 int pick = 0;
2114 2025
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2118 retval = fire (op, dir); 2029 retval = fire (op, dir);
2175 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2176 2087
2177 return false; 2088 return false;
2178} 2089}
2179 2090
2180int 2091static int
2181save_life (object *op) 2092save_life (object *op)
2182{ 2093{
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2184 return 0; 2095 return 0;
2185 2096
2194 2105
2195 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2196 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2197 2108
2198 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2199 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2200 2111
2201 op->update_stats (); 2112 op->update_stats ();
2202 return 1; 2113 return 1;
2203 } 2114 }
2204 2115
2232void 2143void
2233object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2234{ 2145{
2235 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this); 2147 ::drop_unpaid_items (inv, this);
2237}
2238
2239/*
2240 * Returns pointer a static string containing gravestone text
2241 * Moved from apply.c to player.c - player.c is what
2242 * actually uses this function. player.c may not be quite the
2243 * best, a misc file for object actions is probably better,
2244 * but there isn't one in the server directory.
2245 */
2246const char *
2247gravestone_text (object *op)
2248{
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2267 static char buf2[128];
2268 time_t now = time (NULL);
2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270 buf << buf2;
2271 }
2272
2273 return buf;
2274} 2148}
2275 2149
2276void 2150void
2277do_some_living (object *op) 2151do_some_living (object *op)
2278{ 2152{
2470 2344
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2472 { 2346 {
2473 op->statusmsg ("You blindly grab for a bite of food. " 2347 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2475 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2476 2350
2477 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2478 break; 2352 break;
2479 } 2353 }
2480 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2486 */ 2360 */
2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2488 { 2362 {
2489 op->statusmsg ("You blindly grab for a bite of food. " 2363 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2491 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2492 } 2366 }
2493 2367
2494 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2495 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2522 */ 2396 */
2523void 2397void
2524kill_player (object *op) 2398kill_player (object *op)
2525{ 2399{
2526 int x, y; 2400 int x, y;
2527 char buf[MAX_BUF];
2528 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2529 int will_kill_again; 2402 int will_kill_again;
2530 archetype *at; 2403 archetype *at;
2531 object *tmp; 2404 object *tmp;
2532 2405
2533 if (save_life (op)) 2406 if (save_life (op))
2534 return; 2407 return;
2535 2408
2409 dynbuf_text deathtab;
2410
2536 /* restore player */ 2411 /* restore player */
2537 at = archetype::find ("poisoning"); 2412 at = archetype::find (shstr_poisoning);
2538 if (object *tmp = present_arch_in_ob (at, op)) 2413 if (object *tmp = present_arch_in_ob (at, op))
2539 { 2414 {
2540 tmp->destroy (); 2415 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2416 deathtab << "Your body feels cleansed...\r";
2542 } 2417 }
2543 2418
2544 at = archetype::find ("confusion"); 2419 at = archetype::find (shstr_confusion);
2545 if (object *tmp = present_arch_in_ob (at, op)) 2420 if (object *tmp = present_arch_in_ob (at, op))
2546 { 2421 {
2547 tmp->destroy (); 2422 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2423 deathtab << "Your mind feels clearer...\r";
2549 } 2424 }
2550 2425
2551 cure_disease (op, 0, 0); /* remove any disease */ 2426 cure_disease (op, 0, 0); /* remove any disease */
2552 2427
2553 max_it (op->stats.hp , op->stats.maxhp); 2428 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp); 2429 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace); 2430 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0) 2431 max_it (op->stats.food , 200);
2558 op->stats.food = 999;
2559 2432
2560 // remove all spell effects that are active 2433 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall 2434 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; ) 2435 for (object *item = op->inv; item; )
2563 { 2436 {
2573 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2574 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2575 */ 2448 */
2576 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2577 { 2450 {
2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2580 2452
2581 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2582 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2583 { 2455
2584 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format ( 2458 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2589 (int)op->level, 2461 (int)op->level,
2590 op->contr->killer_name () 2462 op->contr->killer_name ()
2591 ); 2463 );
2592 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2594 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2595 }
2596 2467
2597 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2598 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2599 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2600 return; 2473 return;
2601 } 2474 }
2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2602 2478
2603 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2604 2480
2605 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2606 2482
2657 lost_a_stat = 1; 2533 lost_a_stat = 1;
2658 } 2534 }
2659 else 2535 else
2660 { 2536 {
2661 /* deplete a stat */ 2537 /* deplete a stat */
2662 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2663 object *dep; 2539 object *dep;
2664 2540
2665 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2666 if (!dep) 2542 if (!dep)
2667 { 2543 {
2668 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2669 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2670 } 2546 }
2671 lose_this_stat = 1; 2547 lose_this_stat = 1;
2672 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2673 { 2549 {
2728 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2729 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2730 shstr_tmp god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2731 2607
2732 if (god != shstr_none) 2608 if (god != shstr_none)
2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2734 else 2610 else
2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2736 } 2612 }
2737#else 2613#else
2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2739#endif 2615#endif
2740 2616
2741 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2742 * exp loss on the stone. 2618 * exp loss on the stone.
2743 */ 2619 */
2744 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2745 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2746 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2748 &op->name, op->contr->title, op->contr->killer_name ()); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2749 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2801 2677
2802 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2803 op->update_stats (); 2679 op->update_stats ();
2804 } 2680 }
2805 2681
2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2807} 2683}
2808 2684
2809void 2685static void
2810loot_object (object *op) 2686loot_object (object *op)
2811{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2812 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2813 2689
2814 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2845 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2846 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2847 * was changed. 2723 * was changed.
2848 */ 2724 */
2849void 2725void
2850fix_weight (void) 2726fix_weight ()
2851{ 2727{
2852 for_all_players (pl) 2728 for_all_players (pl)
2853 { 2729 {
2854 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2855 2731
2862 } 2738 }
2863 } 2739 }
2864} 2740}
2865 2741
2866void 2742void
2867fix_luck (void) 2743fix_luck ()
2868{ 2744{
2869 for_all_players (pl) 2745 for_all_players (pl)
2870 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2871 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2872} 2748}
2949 level = ob->map->darklevel () - 2; 2825 level = ob->map->darklevel () - 2;
2950 2826
2951 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
2952 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
2953 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
2954 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
2955 level = -(10 + (2 * ob->map->darklevel ())); 2831 level = -(10 + (2 * ob->map->darklevel ()));
2956 2832
2957 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
2958 for (i = 0, x = ob->x, y = ob->y; 2834 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1; 2835 i <= SIZEOFFREE1;
3116 } 2992 }
3117 2993
3118 return 0; 2994 return 0;
3119} 2995}
3120 2996
3121/* routine for both players and monsters. We call this when
3122 * there is a possibility for our action distrubing our hiding
3123 * place or invisiblity spell. Artefact invisiblity causes
3124 * "noise" instead. If we arent invisible to begin with, we
3125 * return 0.
3126 */
3127int
3128action_makes_visible (object *op)
3129{
3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3131 {
3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3139 return 0;
3140 }
3141
3142 if (op->contr && op->contr->tmp_invis == 0)
3143 return 0;
3144
3145 /* If monsters, they should become visible */
3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3147 {
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3149 return 1;
3150 }
3151 }
3152
3153 return 0;
3154}
3155
3156/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3157 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3158 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3159 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3160 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3179 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3181 { 3022 {
3182 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3184 {
3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3186 { 3027 {
3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3188 {
3189 if (x && y) 3028 if (x && y)
3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191 3030
3192 return 1; 3031 return 1;
3193 }
3194 } 3032 }
3195 }
3196 3033
3197 if (x && y) 3034 if (x && y)
3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199 3036
3200 return 1; 3037 return 1;
3338 else 3175 else
3339 j = 1; 3176 j = 1;
3340 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3341 } 3178 }
3342 } 3179 }
3180
3343 strcat (buf, "."); 3181 strcat (buf, ".");
3344 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3345 } 3183 }
3346 3184
3347 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3357 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3358 } 3196 }
3359 else 3197 else
3360 { 3198 {
3361 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3362 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3364 who->insert (tmp); 3202 who->insert (tmp);
3365 } 3203 }
3366} 3204}
3367 3205
3368/** 3206//-GPL
3369 * Unready an object for a player. This function does nothing if the object was
3370 * not readied.
3371 */
3372void
3373player_unready_range_ob (player *pl, object *ob)
3374{
3375 if (pl->ob->current_weapon == ob)
3376 pl->ob->current_weapon = 0;
3377
3378 if (pl->combat_ob == ob)
3379 pl->combat_ob = 0;
3380
3381 if (pl->ranged_ob == ob)
3382 pl->ranged_ob = 0;
3383}
3384 3207
3385sint8 3208sint8
3386player::darkness_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3387{ 3210{
3388 if (!ns) 3211 if (!ns)

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