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Comparing deliantra/server/server/player.C (file contents):
Revision 1.234 by root, Thu Oct 15 21:40:42 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.
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
105 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
106 108
107 ob->update_weight (); 109 ob->update_weight ();
108 link_skills (); 110 link_skills ();
109 111
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
113 113
114 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
116 { 116 {
117 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
118 118
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
134 134
135 ns->floorbox_update (); 135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
138 138
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
139 activate (); 174 activate ();
140 175
141 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
143} 178}
161 ns->reset_stats (); 196 ns->reset_stats ();
162 ns->pl = 0; 197 ns->pl = 0;
163 ns = 0; 198 ns = 0;
164 } 199 }
165 200
166 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
167 204
168 deactivate (); 205 deactivate ();
169} 206}
207
208//-GPL
170 209
171// the need for this function can be explained 210// the need for this function can be explained
172// by load_object not returning the object 211// by load_object not returning the object
173void 212void
174player::set_object (object *op) 213player::set_object (object *op)
175{ 214{
176 ob = observe = op; 215 ob = observe = viewpoint = op;
177 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
178 217
179 ob->speed = 1.0f; 218 ob->speed = 1.0f;
180 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
181 220
182 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
191 {
192 case SKILL:
193 ob->flag [FLAG_APPLIED] = false;
194 break;
195
196 case WAND:
197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
206 }
207
208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 ob->deactivate (); // change_weapon activates, fix this better
210} 222}
211 223
212void 224void
213player::set_observe (object *op) 225player::set_observe (object *op)
214{ 226{
215 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
216 do_los = 1; 228 do_los = 1;
217} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
218 239
219player::player () 240player::player ()
220{ 241{
221 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
222 * we deal with that below this point. 243 * we deal with that below this point.
249 { 270 {
250 ob->destroy_inv (false); 271 ob->destroy_inv (false);
251 ob->destroy (); 272 ob->destroy ();
252 } 273 }
253 274
254 ob = observe = 0; 275 ob = observe = viewpoint = 0;
255} 276}
256 277
257player::~player () 278player::~player ()
258{ 279{
259 /* Clear item stack */ 280 /* Clear item stack */
260 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
261} 310}
262 311
263/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
264 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
265 * mode. 314 * mode.
267player * 316player *
268player::create () 317player::create ()
269{ 318{
270 player *pl = new player; 319 player *pl = new player;
271 320
272 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
273 322
274 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
277 326
278 set_first_map (pl->ob); 327 set_first_map (pl->ob);
279 328
280 return pl; 329 return pl;
281}
282
283/*
284 * get_player_archetype() return next player archetype from archetype
285 * list. Not very efficient routine, but used only creating new players.
286 * Note: there MUST be at least one player archetype!
287 */
288archetype *
289get_player_archetype (archetype *at)
290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
297 archvec::iterator i = archetypes.find (nat);
298
299 for (;;)
300 {
301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309} 330}
310 331
311object * 332object *
312get_nearest_player (object *mon) 333get_nearest_player (object *mon)
313{ 334{
622 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:");
623} 644}
624 645
625/* 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. */
626static int 647static int
627roll_stat (void) 648roll_stat ()
628{ 649{
629 int a[4], i, j, k; 650 int a[4], i, j, k;
630 651
631 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
632 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
729player::chargen_race_done () 750player::chargen_race_done ()
730{ 751{
731 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
732 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
733 754
734 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
735 if (tl) 756 if (tl)
736 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
737 758
738 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
739 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
792 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
793 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
794 ob->stats.grace = 0; 815 ob->stats.grace = 0;
795} 816}
796 817
797void 818static void
798flee_player (object *op) 819flee_player (object *op)
799{ 820{
800 int dir, diff; 821 int dir, diff;
801 rv_vector rv; 822 rv_vector rv;
802 823
826 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
828 { 849 {
829 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
830 851
831 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))))
832 return; 853 return;
833 } 854 }
834 855
835 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
836 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
846{ 867{
847 object *tmp, *next; 868 object *tmp, *next;
848 int stop = 0; 869 int stop = 0;
849 int wvratio; 870 int wvratio;
850 871
851 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
852 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
853 return 1; 874 return 1;
854 875
855 next = op->below; 876 next = op->below;
856 877
857 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
858#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)
859 880
860 /* 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
861 * destroyed */ 882 * destroyed */
862 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
888 if (op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
889 { 910 {
890 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
891 const char *str = tmp->name 912 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
893 &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))))
894 : format ("item name: %s item type: %d weight/value: %d", 915 : format ("item name: %s item type: %d weight/value: %d",
895 &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))));
896 917
897 new_draw_info (NDI_UNIQUE, 0, op, str); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
898 } 919 }
899 920
900 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
987 continue; 1008 continue;
988 } 1009 }
989 1010
990 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
992 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)
993 { 1017 {
994 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
995 continue; 1019 continue;
996 } 1020 }
997 1021
998 /* pick up all magical items */ 1022 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1000 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))
1001 { 1026 {
1002 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1003 continue; 1028 continue;
1004 } 1029 }
1005 1030
1012 } 1037 }
1013 } 1038 }
1014 1039
1015 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1016 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1017 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)
1018 { 1046 {
1019 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1020 continue; 1048 continue;
1021 } 1049 }
1022 1050
1071 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1072 continue; 1100 continue;
1073 } 1101 }
1074 1102
1075 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1077 { 1105 {
1078 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1079 continue; 1107 continue;
1080 } 1108 }
1081 1109
1131 fprintf (stderr, "%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1132 } 1160 }
1133 else 1161 else
1134 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1135 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1136 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))));
1137#endif 1165#endif
1138 CHK_PICK_PICKUP; 1166 CHK_PICK_PICKUP;
1139 continue; 1167 continue;
1140 } 1168 }
1141 } /* the new pickup model */ 1169 } /* the new pickup model */
1142 } 1170 }
1143 1171
1144 return !stop; 1172 return !stop;
1145} 1173}
1146 1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1208}
1209
1147/* 1210/*
1148 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1149 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1150 * found object is returned. 1213 * found object is returned.
1151 */ 1214 */
1152object * 1215static object *
1153find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1154{ 1217{
1155 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp); 1220 return splay (tmp);
1171 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1172 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1173 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1174 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1175 */ 1238 */
1176object * 1239static object *
1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1178{ 1241{
1179 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1180 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1181 1244
1250 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1251 * op = the shooter 1314 * op = the shooter
1252 * type = bow->race 1315 * type = bow->race
1253 * dir = fire direction 1316 * dir = fire direction
1254 */ 1317 */
1255object * 1318static object *
1256pick_arrow_target (object *op, shstr_cmp type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1257{ 1320{
1258 object *tmp = NULL; 1321 object *tmp = NULL;
1259 maptile *m; 1322 maptile *m;
1260 int i, mflags, found, number; 1323 int i, mflags, found, number;
1475 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1476 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1477 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1478 * hence the function name. 1541 * hence the function name.
1479 */ 1542 */
1480int 1543static int
1481player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1482{ 1545{
1483 int ret; 1546 int ret;
1484 1547
1485 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1513} 1576}
1514 1577
1515/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1516 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1517 */ 1580 */
1518void 1581static void
1519fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1520{ 1583{
1521 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1522 1585
1523 if (!item) 1586 if (!item)
1530 { 1593 {
1531 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1532 return; 1595 return;
1533 } 1596 }
1534 1597
1535 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1536 return; 1599 return;
1537 1600
1538 if (item->type == WAND) 1601 if (item->type == WAND)
1539 { 1602 {
1540 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1545 return; 1608 return;
1546 } 1609 }
1547 } 1610 }
1548 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1549 { 1612 {
1550 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);
1551 1614
1552 // 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
1553 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1555 { 1618 {
1556 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1557 1620
1558 if (item->type == ROD) 1621 if (item->type == ROD)
1559 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));
1591} 1654}
1592 1655
1593/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1594 */ 1657 */
1595bool 1658bool
1596fire (object *op, int dir) 1659fire (object *who, int dir)
1597{ 1660{
1598 int spellcost = 0; 1661 int spellcost = 0;
1599 1662
1600 player *pl = op->contr; 1663 player *pl = who->contr;
1601 1664
1602 if (pl->golem) 1665 if (pl->golem)
1603 { 1666 {
1604 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1605 return false; 1668 return false;
1606 } 1669 }
1607 1670
1608 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1609 1672
1610 if (!ob) 1673 if (!ob)
1611 return false; 1674 return false;
1612 1675
1613 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1614 --op->speed_left; 1677 --who->speed_left;
1615 else 1678 else
1616 return false; 1679 return false;
1617 1680
1618 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1619 return false; 1682 return false;
1620 1683
1621 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1623 make_visible (op); 1686 make_visible (who);
1624 1687
1625 switch (ob->type) 1688 switch (ob->type)
1626 { 1689 {
1627 case BOW: 1690 case BOW:
1628 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1629 break; 1692 break;
1630 1693
1631 case SPELL: 1694 case SPELL:
1632 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);
1633 break; 1696 break;
1634 1697
1635 case BUILDER: 1698 case BUILDER:
1636 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1637 break; 1700 break;
1638 1701
1639 case SKILL: 1702 case SKILL:
1640 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1641 break; 1704 break;
1642 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1643 default: 1710 default:
1644 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1645 break; 1712 break;
1646 } 1713 }
1647 1714
1648 return true; 1715 return true;
1649} 1716}
1650 1717
1651/* find_key 1718static object *
1652 * We try to find a key for the door as passed. If we find a key
1653 * and successfully use it, we return the key, otherwise NULL
1654 * This function merges both normal and locked door, since the logic
1655 * for both is the same - just the specific key is different.
1656 * pl is the player,
1657 * inv is the objects inventory to searched
1658 * door is the door we are trying to match against.
1659 * This function can be called recursively to search containers.
1660 */
1661object *
1662find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1663{ 1720{
1664 object *tmp, *key; 1721 object *tmp, *key;
1665 1722
1666 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1667 if (!container->inv) 1724 if (!container->inv)
1688 if (!tmp) 1745 if (!tmp)
1689 { 1746 {
1690 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1691 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1692 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1693 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1694 return key; 1751 return key;
1695 1752
1696 if (!tmp) 1753 if (!tmp)
1697 return 0; 1754 return 0;
1698 } 1755 }
1717 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1718 * 1775 *
1719 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1720 * all the others. 1777 * all the others.
1721 */ 1778 */
1722 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1723 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1725 { 1782 {
1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1728 return NULL; 1785 return NULL;
1729 } 1786 }
1730 } 1787 }
1731 1788
1732 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1733} 1815}
1734 1816
1735/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1736 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1737 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1787 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1788 */ 1870 */
1789bool 1871bool
1790move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1791{ 1873{
1792 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))
1793 { 1875 {
1794 --op->speed_left; 1876 --op->speed_left;
1795 return true; 1877 return true;
1796 } 1878 }
1797 1879
1798 int on_battleground;
1799
1800 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1801 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1802
1803 on_battleground = op_on_battleground (op, 0, 0);
1804 1882
1805 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1806 return false; 1884 return false;
1807 1885
1808 /* 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
1880 } 1958 }
1881 else 1959 else
1882 return false; 1960 return false;
1883 } 1961 }
1884 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1885 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1886 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1887 * 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
1888 * attack them either. 1968 * attack them either.
1889 */ 1969 */
1953} 2033}
1954 2034
1955bool 2035bool
1956move_player (object *op, int dir) 2036move_player (object *op, int dir)
1957{ 2037{
1958 int pick;
1959
1960 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1961 return 0; 2039 return 0;
1962 2040
1963 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
1965 { 2043 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0; 2045 return 0;
1968 } 2046 }
1969 2047
1975 2053
1976 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op); 2055 do_hidden_move (op);
1978 2056
1979 bool retval; 2057 bool retval;
2058 int pick = 0;
1980 2059
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
1984 retval = fire (op, dir); 2063 retval = fire (op, dir);
2041 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2042 2121
2043 return false; 2122 return false;
2044} 2123}
2045 2124
2046int 2125static int
2047save_life (object *op) 2126save_life (object *op)
2048{ 2127{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2050 return 0; 2129 return 0;
2051 2130
2060 2139
2061 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2062 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2063 2142
2064 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2065 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2066 2145
2067 op->update_stats (); 2146 op->update_stats ();
2068 return 1; 2147 return 1;
2069 } 2148 }
2070 2149
2098void 2177void
2099object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2100{ 2179{
2101 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2103}
2104
2105/*
2106 * Returns pointer a static string containing gravestone text
2107 * Moved from apply.c to player.c - player.c is what
2108 * actually uses this function. player.c may not be quite the
2109 * best, a misc file for object actions is probably better,
2110 * but there isn't one in the server directory.
2111 */
2112const char *
2113gravestone_text (object *op)
2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2133 static char buf2[128];
2134 time_t now = time (NULL);
2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2136 buf << buf2;
2137 }
2138
2139 return buf;
2140} 2182}
2141 2183
2142void 2184void
2143do_some_living (object *op) 2185do_some_living (object *op)
2144{ 2186{
2336 2378
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2338 { 2380 {
2339 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2340 "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.>");
2341 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2342 2384
2343 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2344 break; 2386 break;
2345 } 2387 }
2346 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2352 */ 2394 */
2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2354 { 2396 {
2355 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2356 "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.>");
2357 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2358 } 2400 }
2359 2401
2360 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2361 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2399 return; 2441 return;
2400 2442
2401 dynbuf_text deathtab; 2443 dynbuf_text deathtab;
2402 2444
2403 /* restore player */ 2445 /* restore player */
2404 at = archetype::find ("poisoning"); 2446 at = archetype::find (shstr_poisoning);
2405 if (object *tmp = present_arch_in_ob (at, op)) 2447 if (object *tmp = present_arch_in_ob (at, op))
2406 { 2448 {
2407 tmp->destroy (); 2449 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r"; 2450 deathtab << "Your body feels cleansed...\r";
2409 } 2451 }
2410 2452
2411 at = archetype::find ("confusion"); 2453 at = archetype::find (shstr_confusion);
2412 if (object *tmp = present_arch_in_ob (at, op)) 2454 if (object *tmp = present_arch_in_ob (at, op))
2413 { 2455 {
2414 tmp->destroy (); 2456 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r"; 2457 deathtab << "Your mind feels clearer...\r";
2416 } 2458 }
2418 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2419 2461
2420 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2425 op->stats.food = 999;
2426 2466
2427 // remove all spell effects that are active 2467 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2430 { 2470 {
2443 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2444 { 2484 {
2445 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";
2446 2486
2447 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2448 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2449 { 2489
2450 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format ( 2492 tmp->msg = format (
2453 "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",
2454 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2455 (int)op->level, 2495 (int)op->level,
2456 op->contr->killer_name () 2496 op->contr->killer_name ()
2457 ); 2497 );
2458 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2461 }
2462 2501
2463 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2464 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2465 op->contr->braced = 0; 2504 op->contr->braced = 0;
2466 2505
2528 lost_a_stat = 1; 2567 lost_a_stat = 1;
2529 } 2568 }
2530 else 2569 else
2531 { 2570 {
2532 /* deplete a stat */ 2571 /* deplete a stat */
2533 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2534 object *dep; 2573 object *dep;
2535 2574
2536 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2537 if (!dep) 2576 if (!dep)
2538 { 2577 {
2539 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2540 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2541 } 2580 }
2542 lose_this_stat = 1; 2581 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2544 { 2583 {
2610#endif 2649#endif
2611 2650
2612 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2613 * exp loss on the stone. 2652 * exp loss on the stone.
2614 */ 2653 */
2615 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2616 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2617 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2618 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",
2619 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2620 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2675 } 2714 }
2676 2715
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678} 2717}
2679 2718
2680void 2719static void
2681loot_object (object *op) 2720loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2684 2723
2685 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2716 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2717 * 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
2718 * was changed. 2757 * was changed.
2719 */ 2758 */
2720void 2759void
2721fix_weight (void) 2760fix_weight ()
2722{ 2761{
2723 for_all_players (pl) 2762 for_all_players (pl)
2724 { 2763 {
2725 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2726 2765
2733 } 2772 }
2734 } 2773 }
2735} 2774}
2736 2775
2737void 2776void
2738fix_luck (void) 2777fix_luck ()
2739{ 2778{
2740 for_all_players (pl) 2779 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2743} 2782}
2987 } 3026 }
2988 3027
2989 return 0; 3028 return 0;
2990} 3029}
2991 3030
2992/* routine for both players and monsters. We call this when
2993 * there is a possibility for our action distrubing our hiding
2994 * place or invisiblity spell. Artefact invisiblity causes
2995 * "noise" instead. If we arent invisible to begin with, we
2996 * return 0.
2997 */
2998int
2999action_makes_visible (object *op)
3000{
3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3010 return 0;
3011 }
3012
3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3015
3016 /* If monsters, they should become visible */
3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3020 return 1;
3021 }
3022 }
3023
3024 return 0;
3025}
3026
3027/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3028 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3029 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3030 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3031 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3050 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3056 {
3053 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3054 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))
3055 {
3056 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)
3057 { 3061 {
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y) 3062 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062 3064
3063 return 1; 3065 return 1;
3064 }
3065 } 3066 }
3066 }
3067 3067
3068 if (x && y) 3068 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070 3070
3071 return 1; 3071 return 1;
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3229 }
3230 else 3230 else
3231 { 3231 {
3232 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3233 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3234 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));
3235 who->insert (tmp); 3235 who->insert (tmp);
3236 } 3236 }
3237} 3237}
3238 3238
3239/** 3239//-GPL
3240 * Unready an object for a player. This function does nothing if the object was
3241 * not readied.
3242 */
3243void
3244player_unready_range_ob (player *pl, object *ob)
3245{
3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3248
3249 if (pl->combat_ob == ob)
3250 pl->combat_ob = 0;
3251
3252 if (pl->ranged_ob == ob)
3253 pl->ranged_ob = 0;
3254}
3255 3240
3256sint8 3241sint8
3257player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3258{ 3243{
3259 if (!ns) 3244 if (!ns)

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