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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 1.268 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 (©) 2005,2006,2007,2008,2009 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.
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
108 106
109 ob->update_weight (); 107 ob->update_weight ();
110 link_skills (); 108 link_skills ();
111 109
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
115 111
116 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
118 { 114 {
119 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
120 116
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
136 132
137 ns->floorbox_update (); 133 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
140 136
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
141 activate (); 143 activate ();
142 144
143 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
145} 147}
184 186
185 ob->speed = 1.0f; 187 ob->speed = 1.0f;
186 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
187 189
188 ob->direction = 5; /* So player faces south */ 190 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} 191}
217 192
218void 193void
219player::set_observe (object *op) 194player::set_observe (object *op)
220{ 195{
259 disconnect (); 234 disconnect ();
260 235
261 attachable::do_destroy (); 236 attachable::do_destroy ();
262 237
263 if (ob) 238 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 239 ob->destroy ();
267 }
268 240
269 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
270} 242}
271 243
272player::~player () 244player::~player ()
310player * 282player *
311player::create () 283player::create ()
312{ 284{
313 player *pl = new player; 285 player *pl = new player;
314 286
315 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
316 288
317 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
320 292
637 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:");
638} 610}
639 611
640/* 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. */
641static int 613static int
642roll_stat (void) 614roll_stat ()
643{ 615{
644 int a[4], i, j, k; 616 int a[4], i, j, k;
645 617
646 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
744player::chargen_race_done () 716player::chargen_race_done ()
745{ 717{
746 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
748 720
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 722 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
752 724
753 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
807 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 781 ob->stats.grace = 0;
810} 782}
811 783
812void 784static void
813flee_player (object *op) 785flee_player (object *op)
814{ 786{
815 int dir, diff; 787 int dir, diff;
816 rv_vector rv; 788 rv_vector rv;
817 789
841 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
843 { 815 {
844 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
845 817
846 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))))
847 return; 819 return;
848 } 820 }
849 821
850 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
861{ 833{
862 object *tmp, *next; 834 object *tmp, *next;
863 int stop = 0; 835 int stop = 0;
864 int wvratio; 836 int wvratio;
865 837
866 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
868 return 1; 840 return 1;
869 841
870 next = op->below; 842 next = op->below;
871 843
872 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 846
875 /* 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
876 * destroyed */ 848 * destroyed */
877 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
904 { 876 {
905 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
906 const char *str = tmp->name 878 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 879 ? 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)))) 880 &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", 881 : 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)))); 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911 883
912 new_draw_info (NDI_UNIQUE, 0, op, str); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 885 }
914 886
915 if (op->contr->mode & PU_INHIBIT) 887 if (op->contr->mode & PU_INHIBIT)
1002 continue; 974 continue;
1003 } 975 }
1004 976
1005 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 983 {
1009 CHK_PICK_PICKUP; 984 CHK_PICK_PICKUP;
1010 continue; 985 continue;
1011 } 986 }
1012 987
1013 /* pick up all magical items */ 988 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1015 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))
1016 { 992 {
1017 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1018 continue; 994 continue;
1019 } 995 }
1020 996
1027 } 1003 }
1028 } 1004 }
1029 1005
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1012 {
1034 CHK_PICK_PICKUP; 1013 CHK_PICK_PICKUP;
1035 continue; 1014 continue;
1036 } 1015 }
1037 1016
1086 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1087 continue; 1066 continue;
1088 } 1067 }
1089 1068
1090 if (op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1071 {
1093 CHK_PICK_PICKUP; 1072 CHK_PICK_PICKUP;
1094 continue; 1073 continue;
1095 } 1074 }
1096 1075
1146 fprintf (stderr, "%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1147 } 1126 }
1148 else 1127 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1131#endif
1153 CHK_PICK_PICKUP; 1132 CHK_PICK_PICKUP;
1154 continue; 1133 continue;
1155 } 1134 }
1156 } /* the new pickup model */ 1135 } /* the new pickup model */
1300 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1301 * op = the shooter 1280 * op = the shooter
1302 * type = bow->race 1281 * type = bow->race
1303 * dir = fire direction 1282 * dir = fire direction
1304 */ 1283 */
1305object * 1284static object *
1306pick_arrow_target (object *op, shstr_cmp type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1307{ 1286{
1308 object *tmp = NULL; 1287 object *tmp = NULL;
1309 maptile *m; 1288 maptile *m;
1310 int i, mflags, found, number; 1289 int i, mflags, found, number;
1525 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1526 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1527 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1528 * hence the function name. 1507 * hence the function name.
1529 */ 1508 */
1530int 1509static int
1531player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1532{ 1511{
1533 int ret; 1512 int ret;
1534 1513
1535 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1563} 1542}
1564 1543
1565/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1566 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1567 */ 1546 */
1568void 1547static void
1569fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1570{ 1549{
1571 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1572 1551
1573 if (!item) 1552 if (!item)
1580 { 1559 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1561 return;
1583 } 1562 }
1584 1563
1585 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1586 return; 1565 return;
1587 1566
1588 if (item->type == WAND) 1567 if (item->type == WAND)
1589 { 1568 {
1590 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1595 return; 1574 return;
1596 } 1575 }
1597 } 1576 }
1598 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1599 { 1578 {
1600 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);
1601 1580
1602 // 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
1603 // for a rod or horn, this fixes some broken rods. 1582 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 { 1584 {
1606 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1607 1586
1608 if (item->type == ROD) 1587 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)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1641} 1620}
1642 1621
1643/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1644 */ 1623 */
1645bool 1624bool
1646fire (object *op, int dir) 1625fire (object *who, int dir)
1647{ 1626{
1648 int spellcost = 0; 1627 int spellcost = 0;
1649 1628
1650 player *pl = op->contr; 1629 player *pl = who->contr;
1651 1630
1652 if (pl->golem) 1631 if (pl->golem)
1653 { 1632 {
1654 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1655 return false; 1634 return false;
1656 } 1635 }
1657 1636
1658 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1659 1638
1660 if (!ob) 1639 if (!ob)
1661 return false; 1640 return false;
1662 1641
1663 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1664 --op->speed_left; 1643 --who->speed_left;
1665 else 1644 else
1666 return false; 1645 return false;
1667 1646
1668 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1669 return false; 1648 return false;
1670 1649
1671 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1673 make_visible (op); 1652 make_visible (who);
1674 1653
1675 switch (ob->type) 1654 switch (ob->type)
1676 { 1655 {
1677 case BOW: 1656 case BOW:
1678 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1679 break; 1658 break;
1680 1659
1681 case SPELL: 1660 case SPELL:
1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1683 break; 1662 break;
1684 1663
1685 case BUILDER: 1664 case BUILDER:
1686 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1687 break; 1666 break;
1688 1667
1689 case SKILL: 1668 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1691 break; 1670 break;
1692 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1693 default: 1676 default:
1694 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1695 break; 1678 break;
1696 } 1679 }
1697 1680
1698 return true; 1681 return true;
1699} 1682}
1852 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1853 */ 1836 */
1854bool 1837bool
1855move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1856{ 1839{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1841 {
1859 --op->speed_left; 1842 --op->speed_left;
1860 return true; 1843 return true;
1861 } 1844 }
1862 1845
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1848
1870 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1871 return false; 1850 return false;
1872 1851
1873 /* 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
1945 } 1924 }
1946 else 1925 else
1947 return false; 1926 return false;
1948 } 1927 }
1949 1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
1950 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
1952 * 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
1953 * attack them either. 1934 * attack them either.
1954 */ 1935 */
2018} 1999}
2019 2000
2020bool 2001bool
2021move_player (object *op, int dir) 2002move_player (object *op, int dir)
2022{ 2003{
2023 int pick;
2024
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2026 return 0; 2005 return 0;
2027 2006
2028 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2029 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2030 { 2009 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0; 2011 return 0;
2033 } 2012 }
2034 2013
2040 2019
2041 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op); 2021 do_hidden_move (op);
2043 2022
2044 bool retval; 2023 bool retval;
2024 int pick = 0;
2045 2025
2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2047 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2048 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2049 retval = fire (op, dir); 2029 retval = fire (op, dir);
2106 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2107 2087
2108 return false; 2088 return false;
2109} 2089}
2110 2090
2111int 2091static int
2112save_life (object *op) 2092save_life (object *op)
2113{ 2093{
2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2115 return 0; 2095 return 0;
2116 2096
2125 2105
2126 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2127 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2128 2108
2129 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2130 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2131 2111
2132 op->update_stats (); 2112 op->update_stats ();
2133 return 1; 2113 return 1;
2134 } 2114 }
2135 2115
2163void 2143void
2164object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2165{ 2145{
2166 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2167 ::drop_unpaid_items (inv, this); 2147 ::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} 2148}
2206 2149
2207void 2150void
2208do_some_living (object *op) 2151do_some_living (object *op)
2209{ 2152{
2401 2344
2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2403 { 2346 {
2404 op->statusmsg ("You blindly grab for a bite of food. " 2347 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.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2406 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2407 2350
2408 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2409 break; 2352 break;
2410 } 2353 }
2411 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2417 */ 2360 */
2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2419 { 2362 {
2420 op->statusmsg ("You blindly grab for a bite of food. " 2363 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.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2422 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2423 } 2366 }
2424 2367
2425 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2426 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2464 return; 2407 return;
2465 2408
2466 dynbuf_text deathtab; 2409 dynbuf_text deathtab;
2467 2410
2468 /* restore player */ 2411 /* restore player */
2469 at = archetype::find ("poisoning"); 2412 at = archetype::find (shstr_poisoning);
2470 if (object *tmp = present_arch_in_ob (at, op)) 2413 if (object *tmp = present_arch_in_ob (at, op))
2471 { 2414 {
2472 tmp->destroy (); 2415 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r"; 2416 deathtab << "Your body feels cleansed...\r";
2474 } 2417 }
2475 2418
2476 at = archetype::find ("confusion"); 2419 at = archetype::find (shstr_confusion);
2477 if (object *tmp = present_arch_in_ob (at, op)) 2420 if (object *tmp = present_arch_in_ob (at, op))
2478 { 2421 {
2479 tmp->destroy (); 2422 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r"; 2423 deathtab << "Your mind feels clearer...\r";
2481 } 2424 }
2483 cure_disease (op, 0, 0); /* remove any disease */ 2426 cure_disease (op, 0, 0); /* remove any disease */
2484 2427
2485 max_it (op->stats.hp , op->stats.maxhp); 2428 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp); 2429 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace); 2430 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0) 2431 max_it (op->stats.food , 200);
2490 op->stats.food = 999;
2491 2432
2492 // remove all spell effects that are active 2433 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall 2434 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; ) 2435 for (object *item = op->inv; item; )
2495 { 2436 {
2508 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2509 { 2450 {
2510 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2511 2452
2512 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2513 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2514 { 2455
2515 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2516 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2517 tmp->msg = format ( 2458 tmp->msg = format (
2518 "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",
2519 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2520 (int)op->level, 2461 (int)op->level,
2521 op->contr->killer_name () 2462 op->contr->killer_name ()
2522 ); 2463 );
2523 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2524 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2525 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2526 }
2527 2467
2528 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2529 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2530 op->contr->braced = 0; 2470 op->contr->braced = 0;
2531 2471
2593 lost_a_stat = 1; 2533 lost_a_stat = 1;
2594 } 2534 }
2595 else 2535 else
2596 { 2536 {
2597 /* deplete a stat */ 2537 /* deplete a stat */
2598 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2599 object *dep; 2539 object *dep;
2600 2540
2601 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2602 if (!dep) 2542 if (!dep)
2603 { 2543 {
2604 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2605 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2606 } 2546 }
2607 lose_this_stat = 1; 2547 lose_this_stat = 1;
2608 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2609 { 2549 {
2675#endif 2615#endif
2676 2616
2677 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2678 * exp loss on the stone. 2618 * exp loss on the stone.
2679 */ 2619 */
2680 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2681 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2682 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 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", 2623 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 ()); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2685 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2740 } 2680 }
2741 2681
2742 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2743} 2683}
2744 2684
2745void 2685static void
2746loot_object (object *op) 2686loot_object (object *op)
2747{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2748 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2749 2689
2750 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2781 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2782 * 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
2783 * was changed. 2723 * was changed.
2784 */ 2724 */
2785void 2725void
2786fix_weight (void) 2726fix_weight ()
2787{ 2727{
2788 for_all_players (pl) 2728 for_all_players (pl)
2789 { 2729 {
2790 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2791 2731
2798 } 2738 }
2799 } 2739 }
2800} 2740}
2801 2741
2802void 2742void
2803fix_luck (void) 2743fix_luck ()
2804{ 2744{
2805 for_all_players (pl) 2745 for_all_players (pl)
2806 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2807 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2808} 2748}
3080 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3022 {
3083 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3027 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3028 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3030
3093 return 1; 3031 return 1;
3094 }
3095 } 3032 }
3096 }
3097 3033
3098 if (x && y) 3034 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3036
3101 return 1; 3037 return 1;
3239 else 3175 else
3240 j = 1; 3176 j = 1;
3241 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3242 } 3178 }
3243 } 3179 }
3180
3244 strcat (buf, "."); 3181 strcat (buf, ".");
3245 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3246 } 3183 }
3247 3184
3248 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3196 }
3260 else 3197 else
3261 { 3198 {
3262 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3202 who->insert (tmp);
3266 } 3203 }
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} 3204}
3285 3205
3286//-GPL 3206//-GPL
3287 3207
3288sint8 3208sint8

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