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Comparing deliantra/server/server/player.C (file contents):
Revision 1.236 by root, Thu Nov 5 14:56:06 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}
167 // when ns = 0 202 // when ns = 0
168 observe = viewpoint = ob; 203 observe = viewpoint = ob;
169 204
170 deactivate (); 205 deactivate ();
171} 206}
207
208//-GPL
172 209
173// the need for this function can be explained 210// the need for this function can be explained
174// by load_object not returning the object 211// by load_object not returning the object
175void 212void
176player::set_object (object *op) 213player::set_object (object *op)
180 217
181 ob->speed = 1.0f; 218 ob->speed = 1.0f;
182 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
183 220
184 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 222}
213 223
214void 224void
215player::set_observe (object *op) 225player::set_observe (object *op)
216{ 226{
222player::set_viewpoint (object *op) 232player::set_viewpoint (object *op)
223{ 233{
224 viewpoint = op ? op : (object *)observe; 234 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 235 do_los = 1;
226} 236}
237
238//+GPL
227 239
228player::player () 240player::player ()
229{ 241{
230 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 243 * we deal with that below this point.
267{ 279{
268 /* Clear item stack */ 280 /* Clear item stack */
269 free (stack_items); 281 free (stack_items);
270} 282}
271 283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
310}
311
272/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
273 * 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
274 * mode. 314 * mode.
275 */ 315 */
276player * 316player *
277player::create () 317player::create ()
278{ 318{
279 player *pl = new player; 319 player *pl = new player;
280 320
281 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
282 322
283 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
286 326
287 set_first_map (pl->ob); 327 set_first_map (pl->ob);
288 328
289 return pl; 329 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 330}
319 331
320object * 332object *
321get_nearest_player (object *mon) 333get_nearest_player (object *mon)
322{ 334{
631 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:");
632} 644}
633 645
634/* 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. */
635static int 647static int
636roll_stat (void) 648roll_stat ()
637{ 649{
638 int a[4], i, j, k; 650 int a[4], i, j, k;
639 651
640 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
738player::chargen_race_done () 750player::chargen_race_done ()
739{ 751{
740 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
742 754
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 756 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
746 758
747 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
801 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 815 ob->stats.grace = 0;
804} 816}
805 817
806void 818static void
807flee_player (object *op) 819flee_player (object *op)
808{ 820{
809 int dir, diff; 821 int dir, diff;
810 rv_vector rv; 822 rv_vector rv;
811 823
835 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
837 { 849 {
838 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
839 851
840 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))))
841 return; 853 return;
842 } 854 }
843 855
844 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
855{ 867{
856 object *tmp, *next; 868 object *tmp, *next;
857 int stop = 0; 869 int stop = 0;
858 int wvratio; 870 int wvratio;
859 871
860 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
862 return 1; 874 return 1;
863 875
864 next = op->below; 876 next = op->below;
865 877
866 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
867#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)
868 880
869 /* 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
870 * destroyed */ 882 * destroyed */
871 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
898 { 910 {
899 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
900 const char *str = tmp->name 912 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
902 &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))))
903 : format ("item name: %s item type: %d weight/value: %d", 915 : format ("item name: %s item type: %d weight/value: %d",
904 &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))));
905 917
906 new_draw_info (NDI_UNIQUE, 0, op, str); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 919 }
908 920
909 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
996 continue; 1008 continue;
997 } 1009 }
998 1010
999 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 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)
1002 { 1017 {
1003 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1004 continue; 1019 continue;
1005 } 1020 }
1006 1021
1007 /* pick up all magical items */ 1022 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1009 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))
1010 { 1026 {
1011 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1012 continue; 1028 continue;
1013 } 1029 }
1014 1030
1021 } 1037 }
1022 } 1038 }
1023 1039
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1026 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)
1027 { 1046 {
1028 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1029 continue; 1048 continue;
1030 } 1049 }
1031 1050
1080 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1081 continue; 1100 continue;
1082 } 1101 }
1083 1102
1084 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1105 {
1087 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1088 continue; 1107 continue;
1089 } 1108 }
1090 1109
1140 fprintf (stderr, "%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1141 } 1160 }
1142 else 1161 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1165#endif
1147 CHK_PICK_PICKUP; 1166 CHK_PICK_PICKUP;
1148 continue; 1167 continue;
1149 } 1168 }
1150 } /* the new pickup model */ 1169 } /* the new pickup model */
1151 } 1170 }
1152 1171
1153 return !stop; 1172 return !stop;
1154} 1173}
1155 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
1156/* 1210/*
1157 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1213 * found object is returned.
1160 */ 1214 */
1161object * 1215static object *
1162find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1163{ 1217{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1220 return splay (tmp);
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1238 */
1185object * 1239static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1241{
1188 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1190 1244
1259 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1314 * op = the shooter
1261 * type = bow->race 1315 * type = bow->race
1262 * dir = fire direction 1316 * dir = fire direction
1263 */ 1317 */
1264object * 1318static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1320{
1267 object *tmp = NULL; 1321 object *tmp = NULL;
1268 maptile *m; 1322 maptile *m;
1269 int i, mflags, found, number; 1323 int i, mflags, found, number;
1484 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1541 * hence the function name.
1488 */ 1542 */
1489int 1543static int
1490player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1491{ 1545{
1492 int ret; 1546 int ret;
1493 1547
1494 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1522} 1576}
1523 1577
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1526 */ 1580 */
1527void 1581static void
1528fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1529{ 1583{
1530 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1531 1585
1532 if (!item) 1586 if (!item)
1539 { 1593 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1595 return;
1542 } 1596 }
1543 1597
1544 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1545 return; 1599 return;
1546 1600
1547 if (item->type == WAND) 1601 if (item->type == WAND)
1548 { 1602 {
1549 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1554 return; 1608 return;
1555 } 1609 }
1556 } 1610 }
1557 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1558 { 1612 {
1559 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);
1560 1614
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1618 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1566 1620
1567 if (item->type == ROD) 1621 if (item->type == ROD)
1568 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));
1600} 1654}
1601 1655
1602/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1603 */ 1657 */
1604bool 1658bool
1605fire (object *op, int dir) 1659fire (object *who, int dir)
1606{ 1660{
1607 int spellcost = 0; 1661 int spellcost = 0;
1608 1662
1609 player *pl = op->contr; 1663 player *pl = who->contr;
1610 1664
1611 if (pl->golem) 1665 if (pl->golem)
1612 { 1666 {
1613 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1614 return false; 1668 return false;
1615 } 1669 }
1616 1670
1617 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1618 1672
1619 if (!ob) 1673 if (!ob)
1620 return false; 1674 return false;
1621 1675
1622 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1623 --op->speed_left; 1677 --who->speed_left;
1624 else 1678 else
1625 return false; 1679 return false;
1626 1680
1627 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1628 return false; 1682 return false;
1629 1683
1630 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1632 make_visible (op); 1686 make_visible (who);
1633 1687
1634 switch (ob->type) 1688 switch (ob->type)
1635 { 1689 {
1636 case BOW: 1690 case BOW:
1637 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1638 break; 1692 break;
1639 1693
1640 case SPELL: 1694 case SPELL:
1641 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);
1642 break; 1696 break;
1643 1697
1644 case BUILDER: 1698 case BUILDER:
1645 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1646 break; 1700 break;
1647 1701
1648 case SKILL: 1702 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1650 break; 1704 break;
1651 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1652 default: 1710 default:
1653 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1654 break; 1712 break;
1655 } 1713 }
1656 1714
1657 return true; 1715 return true;
1658} 1716}
1659 1717
1660/* find_key 1718static object *
1661 * We try to find a key for the door as passed. If we find a key
1662 * and successfully use it, we return the key, otherwise NULL
1663 * This function merges both normal and locked door, since the logic
1664 * for both is the same - just the specific key is different.
1665 * pl is the player,
1666 * inv is the objects inventory to searched
1667 * door is the door we are trying to match against.
1668 * This function can be called recursively to search containers.
1669 */
1670object *
1671find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1672{ 1720{
1673 object *tmp, *key; 1721 object *tmp, *key;
1674 1722
1675 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1676 if (!container->inv) 1724 if (!container->inv)
1697 if (!tmp) 1745 if (!tmp)
1698 { 1746 {
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1701 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1702 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1703 return key; 1751 return key;
1704 1752
1705 if (!tmp) 1753 if (!tmp)
1706 return 0; 1754 return 0;
1707 } 1755 }
1739 } 1787 }
1740 1788
1741 return tmp; 1789 return tmp;
1742} 1790}
1743 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);
1815}
1816
1744/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1745 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1746 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1747 * 0 otherwise 1820 * 0 otherwise
1748 */ 1821 */
1751{ 1824{
1752 /* If its a door, try to find a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
1753 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
1754 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1755 */ 1828 */
1756 object *key;
1757
1758 if (door->slaying && is_match_expr (door->slaying))
1759 {
1760 // for match expressions, we try to find the key by applying the match
1761 // to the op itself, which is supposed to find the "key", instead
1762 // of searching through containers ourselves.
1763
1764 key = match_one (door->slaying, op, door, op, op);
1765 }
1766 else
1767 key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1768 1830
1769 /* If we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1770 if (key) 1832 if (key)
1771 { 1833 {
1772 object *container = key->env; 1834 object *container = key->env;
1807 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1808 */ 1870 */
1809bool 1871bool
1810move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1811{ 1873{
1812 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))
1813 { 1875 {
1814 --op->speed_left; 1876 --op->speed_left;
1815 return true; 1877 return true;
1816 } 1878 }
1817 1879
1818 int on_battleground;
1819
1820 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1821 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1822
1823 on_battleground = op_on_battleground (op, 0, 0);
1824 1882
1825 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1826 return false; 1884 return false;
1827 1885
1828 /* 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
1900 } 1958 }
1901 else 1959 else
1902 return false; 1960 return false;
1903 } 1961 }
1904 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1905 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1906 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1907 * 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
1908 * attack them either. 1968 * attack them either.
1909 */ 1969 */
1973} 2033}
1974 2034
1975bool 2035bool
1976move_player (object *op, int dir) 2036move_player (object *op, int dir)
1977{ 2037{
1978 int pick;
1979
1980 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1981 return 0; 2039 return 0;
1982 2040
1983 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
1984 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
1985 { 2043 {
1986 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
1987 return 0; 2045 return 0;
1988 } 2046 }
1989 2047
1995 2053
1996 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
1997 do_hidden_move (op); 2055 do_hidden_move (op);
1998 2056
1999 bool retval; 2057 bool retval;
2058 int pick = 0;
2000 2059
2001 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2002 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2003 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2004 retval = fire (op, dir); 2063 retval = fire (op, dir);
2061 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2062 2121
2063 return false; 2122 return false;
2064} 2123}
2065 2124
2066int 2125static int
2067save_life (object *op) 2126save_life (object *op)
2068{ 2127{
2069 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2070 return 0; 2129 return 0;
2071 2130
2080 2139
2081 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2082 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2083 2142
2084 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2085 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2086 2145
2087 op->update_stats (); 2146 op->update_stats ();
2088 return 1; 2147 return 1;
2089 } 2148 }
2090 2149
2118void 2177void
2119object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2120{ 2179{
2121 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2122 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2123}
2124
2125/*
2126 * Returns pointer a static string containing gravestone text
2127 * Moved from apply.c to player.c - player.c is what
2128 * actually uses this function. player.c may not be quite the
2129 * best, a misc file for object actions is probably better,
2130 * but there isn't one in the server directory.
2131 */
2132const char *
2133gravestone_text (object *op)
2134{
2135 static dynbuf_text buf;
2136
2137 buf << "---- R.I.P. ----\n\n"
2138 << op->name;
2139
2140 if (op->type == PLAYER)
2141 buf << " the " << op->contr->title;
2142
2143 buf << "\n\n";
2144
2145 buf << "who was level ";
2146 buf << (sint32)op->level << "\n\n" // OO breakdown
2147 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2148
2149 if (op->type == PLAYER)
2150 buf << "by " << op->contr->killer_name () << ".\n\n";
2151
2152 {
2153 static char buf2[128];
2154 time_t now = time (NULL);
2155 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2156 buf << buf2;
2157 }
2158
2159 return buf;
2160} 2182}
2161 2183
2162void 2184void
2163do_some_living (object *op) 2185do_some_living (object *op)
2164{ 2186{
2356 2378
2357 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2358 { 2380 {
2359 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2360 "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.>");
2361 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2362 2384
2363 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2364 break; 2386 break;
2365 } 2387 }
2366 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2372 */ 2394 */
2373 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2374 { 2396 {
2375 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2376 "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.>");
2377 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2378 } 2400 }
2379 2401
2380 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2381 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2382 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2419 return; 2441 return;
2420 2442
2421 dynbuf_text deathtab; 2443 dynbuf_text deathtab;
2422 2444
2423 /* restore player */ 2445 /* restore player */
2424 at = archetype::find ("poisoning"); 2446 at = archetype::find (shstr_poisoning);
2425 if (object *tmp = present_arch_in_ob (at, op)) 2447 if (object *tmp = present_arch_in_ob (at, op))
2426 { 2448 {
2427 tmp->destroy (); 2449 tmp->destroy ();
2428 deathtab << "Your body feels cleansed...\r"; 2450 deathtab << "Your body feels cleansed...\r";
2429 } 2451 }
2430 2452
2431 at = archetype::find ("confusion"); 2453 at = archetype::find (shstr_confusion);
2432 if (object *tmp = present_arch_in_ob (at, op)) 2454 if (object *tmp = present_arch_in_ob (at, op))
2433 { 2455 {
2434 tmp->destroy (); 2456 tmp->destroy ();
2435 deathtab << "Your mind feels clearer...\r"; 2457 deathtab << "Your mind feels clearer...\r";
2436 } 2458 }
2438 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2439 2461
2440 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2441 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2442 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2443
2444 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2445 op->stats.food = 999;
2446 2466
2447 // remove all spell effects that are active 2467 // remove all spell effects that are active
2448 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2449 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2450 { 2470 {
2463 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2464 { 2484 {
2465 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";
2466 2486
2467 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2468 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2469 { 2489
2470 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2471 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2472 tmp->msg = format ( 2492 tmp->msg = format (
2473 "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",
2474 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2475 (int)op->level, 2495 (int)op->level,
2476 op->contr->killer_name () 2496 op->contr->killer_name ()
2477 ); 2497 );
2478 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2479 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2480 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2481 }
2482 2501
2483 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2484 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2485 op->contr->braced = 0; 2504 op->contr->braced = 0;
2486 2505
2548 lost_a_stat = 1; 2567 lost_a_stat = 1;
2549 } 2568 }
2550 else 2569 else
2551 { 2570 {
2552 /* deplete a stat */ 2571 /* deplete a stat */
2553 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2554 object *dep; 2573 object *dep;
2555 2574
2556 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2557 if (!dep) 2576 if (!dep)
2558 { 2577 {
2559 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2560 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2561 } 2580 }
2562 lose_this_stat = 1; 2581 lose_this_stat = 1;
2563 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2564 { 2583 {
2630#endif 2649#endif
2631 2650
2632 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2633 * exp loss on the stone. 2652 * exp loss on the stone.
2634 */ 2653 */
2635 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2636 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2637 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2638 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",
2639 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2640 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2695 } 2714 }
2696 2715
2697 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2698} 2717}
2699 2718
2700void 2719static void
2701loot_object (object *op) 2720loot_object (object *op)
2702{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2703 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2704 2723
2705 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2736 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2737 * 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
2738 * was changed. 2757 * was changed.
2739 */ 2758 */
2740void 2759void
2741fix_weight (void) 2760fix_weight ()
2742{ 2761{
2743 for_all_players (pl) 2762 for_all_players (pl)
2744 { 2763 {
2745 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2746 2765
2753 } 2772 }
2754 } 2773 }
2755} 2774}
2756 2775
2757void 2776void
2758fix_luck (void) 2777fix_luck ()
2759{ 2778{
2760 for_all_players (pl) 2779 for_all_players (pl)
2761 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2762 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2763} 2782}
3007 } 3026 }
3008 3027
3009 return 0; 3028 return 0;
3010} 3029}
3011 3030
3012/* routine for both players and monsters. We call this when
3013 * there is a possibility for our action distrubing our hiding
3014 * place or invisiblity spell. Artefact invisiblity causes
3015 * "noise" instead. If we arent invisible to begin with, we
3016 * return 0.
3017 */
3018int
3019action_makes_visible (object *op)
3020{
3021 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3022 {
3023 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3024 {
3025 // artefact invisibility is permanent, but we still make noise
3026 // this is important for game-balance.
3027 if (op->contr)
3028 op->make_noise ();
3029
3030 return 0;
3031 }
3032
3033 if (op->contr && op->contr->tmp_invis == 0)
3034 return 0;
3035
3036 /* If monsters, they should become visible */
3037 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3038 {
3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3040 return 1;
3041 }
3042 }
3043
3044 return 0;
3045}
3046
3047/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3048 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3049 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3050 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3051 * 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
3070 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3071 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3072 { 3056 {
3073 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3074 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))
3075 {
3076 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)
3077 { 3061 {
3078 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3079 {
3080 if (x && y) 3062 if (x && y)
3081 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3082 3064
3083 return 1; 3065 return 1;
3084 }
3085 } 3066 }
3086 }
3087 3067
3088 if (x && y) 3068 if (x && y)
3089 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3090 3070
3091 return 1; 3071 return 1;
3248 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3249 } 3229 }
3250 else 3230 else
3251 { 3231 {
3252 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3253 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3254 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));
3255 who->insert (tmp); 3235 who->insert (tmp);
3256 } 3236 }
3257} 3237}
3258 3238
3259/** 3239//-GPL
3260 * Unready an object for a player. This function does nothing if the object was
3261 * not readied.
3262 */
3263void
3264player_unready_range_ob (player *pl, object *ob)
3265{
3266 if (pl->ob->current_weapon == ob)
3267 pl->ob->current_weapon = 0;
3268
3269 if (pl->combat_ob == ob)
3270 pl->combat_ob = 0;
3271
3272 if (pl->ranged_ob == ob)
3273 pl->ranged_ob = 0;
3274}
3275 3240
3276sint8 3241sint8
3277player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3278{ 3243{
3279 if (!ns) 3244 if (!ns)

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