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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 1.268 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.
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>
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
134 132
135 ns->floorbox_update (); 133 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
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
139 activate (); 143 activate ();
140 144
141 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
143} 147}
161 ns->reset_stats (); 165 ns->reset_stats ();
162 ns->pl = 0; 166 ns->pl = 0;
163 ns = 0; 167 ns = 0;
164 } 168 }
165 169
166 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
167 173
168 deactivate (); 174 deactivate ();
169} 175}
176
177//-GPL
170 178
171// the need for this function can be explained 179// the need for this function can be explained
172// by load_object not returning the object 180// by load_object not returning the object
173void 181void
174player::set_object (object *op) 182player::set_object (object *op)
175{ 183{
176 ob = observe = op; 184 ob = observe = viewpoint = op;
177 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
178 186
179 ob->speed = 1.0f; 187 ob->speed = 1.0f;
180 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
181 189
182 ob->direction = 5; /* So player faces south */ 190 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} 191}
211 192
212void 193void
213player::set_observe (object *op) 194player::set_observe (object *op)
214{ 195{
215 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
216 do_los = 1; 197 do_los = 1;
217} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
218 208
219player::player () 209player::player ()
220{ 210{
221 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
222 * we deal with that below this point. 212 * we deal with that below this point.
244 disconnect (); 234 disconnect ();
245 235
246 attachable::do_destroy (); 236 attachable::do_destroy ();
247 237
248 if (ob) 238 if (ob)
249 {
250 ob->destroy_inv (false);
251 ob->destroy (); 239 ob->destroy ();
252 }
253 240
254 ob = observe = 0; 241 ob = observe = viewpoint = 0;
255} 242}
256 243
257player::~player () 244player::~player ()
258{ 245{
259 /* Clear item stack */ 246 /* Clear item stack */
260 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
261} 276}
262 277
263/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
265 * mode. 280 * mode.
267player * 282player *
268player::create () 283player::create ()
269{ 284{
270 player *pl = new player; 285 player *pl = new player;
271 286
272 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
273 288
274 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
277 292
278 set_first_map (pl->ob); 293 set_first_map (pl->ob);
279 294
280 return pl; 295 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} 296}
310 297
311object * 298object *
312get_nearest_player (object *mon) 299get_nearest_player (object *mon)
313{ 300{
622 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:");
623} 610}
624 611
625/* 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. */
626static int 613static int
627roll_stat (void) 614roll_stat ()
628{ 615{
629 int a[4], i, j, k; 616 int a[4], i, j, k;
630 617
631 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
632 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
729player::chargen_race_done () 716player::chargen_race_done ()
730{ 717{
731 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
732 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
733 720
734 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
735 if (tl) 722 if (tl)
736 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
737 724
738 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
739 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
792 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
793 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
794 ob->stats.grace = 0; 781 ob->stats.grace = 0;
795} 782}
796 783
797void 784static void
798flee_player (object *op) 785flee_player (object *op)
799{ 786{
800 int dir, diff; 787 int dir, diff;
801 rv_vector rv; 788 rv_vector rv;
802 789
826 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
828 { 815 {
829 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
830 817
831 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))))
832 return; 819 return;
833 } 820 }
834 821
835 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
836 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
846{ 833{
847 object *tmp, *next; 834 object *tmp, *next;
848 int stop = 0; 835 int stop = 0;
849 int wvratio; 836 int wvratio;
850 837
851 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
852 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
853 return 1; 840 return 1;
854 841
855 next = op->below; 842 next = op->below;
856 843
857 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
858#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)
859 846
860 /* 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
861 * destroyed */ 848 * destroyed */
862 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
888 if (op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
889 { 876 {
890 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
891 const char *str = tmp->name 878 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d", 879 ? 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)))) 880 &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", 881 : 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)))); 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896 883
897 new_draw_info (NDI_UNIQUE, 0, op, str); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
898 } 885 }
899 886
900 if (op->contr->mode & PU_INHIBIT) 887 if (op->contr->mode & PU_INHIBIT)
987 continue; 974 continue;
988 } 975 }
989 976
990 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
992 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)
993 { 983 {
994 CHK_PICK_PICKUP; 984 CHK_PICK_PICKUP;
995 continue; 985 continue;
996 } 986 }
997 987
998 /* pick up all magical items */ 988 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1000 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))
1001 { 992 {
1002 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1003 continue; 994 continue;
1004 } 995 }
1005 996
1012 } 1003 }
1013 } 1004 }
1014 1005
1015 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1016 if (op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1017 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)
1018 { 1012 {
1019 CHK_PICK_PICKUP; 1013 CHK_PICK_PICKUP;
1020 continue; 1014 continue;
1021 } 1015 }
1022 1016
1071 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1072 continue; 1066 continue;
1073 } 1067 }
1074 1068
1075 if (op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1077 { 1071 {
1078 CHK_PICK_PICKUP; 1072 CHK_PICK_PICKUP;
1079 continue; 1073 continue;
1080 } 1074 }
1081 1075
1131 fprintf (stderr, "%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1132 } 1126 }
1133 else 1127 else
1134 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1135 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1136 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))));
1137#endif 1131#endif
1138 CHK_PICK_PICKUP; 1132 CHK_PICK_PICKUP;
1139 continue; 1133 continue;
1140 } 1134 }
1141 } /* the new pickup model */ 1135 } /* the new pickup model */
1142 } 1136 }
1143 1137
1144 return !stop; 1138 return !stop;
1145} 1139}
1146 1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1174}
1175
1147/* 1176/*
1148 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1149 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1150 * found object is returned. 1179 * found object is returned.
1151 */ 1180 */
1152object * 1181static object *
1153find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1154{ 1183{
1155 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp); 1186 return splay (tmp);
1171 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1172 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1173 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1174 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1175 */ 1204 */
1176object * 1205static object *
1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1178{ 1207{
1179 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1180 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1181 1210
1250 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1251 * op = the shooter 1280 * op = the shooter
1252 * type = bow->race 1281 * type = bow->race
1253 * dir = fire direction 1282 * dir = fire direction
1254 */ 1283 */
1255object * 1284static object *
1256pick_arrow_target (object *op, shstr_cmp type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1257{ 1286{
1258 object *tmp = NULL; 1287 object *tmp = NULL;
1259 maptile *m; 1288 maptile *m;
1260 int i, mflags, found, number; 1289 int i, mflags, found, number;
1475 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1476 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1477 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1478 * hence the function name. 1507 * hence the function name.
1479 */ 1508 */
1480int 1509static int
1481player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1482{ 1511{
1483 int ret; 1512 int ret;
1484 1513
1485 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1513} 1542}
1514 1543
1515/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1516 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1517 */ 1546 */
1518void 1547static void
1519fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1520{ 1549{
1521 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1522 1551
1523 if (!item) 1552 if (!item)
1530 { 1559 {
1531 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1532 return; 1561 return;
1533 } 1562 }
1534 1563
1535 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1536 return; 1565 return;
1537 1566
1538 if (item->type == WAND) 1567 if (item->type == WAND)
1539 { 1568 {
1540 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1545 return; 1574 return;
1546 } 1575 }
1547 } 1576 }
1548 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1549 { 1578 {
1550 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);
1551 1580
1552 // 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
1553 // for a rod or horn, this fixes some broken rods. 1582 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1555 { 1584 {
1556 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1557 1586
1558 if (item->type == ROD) 1587 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)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1591} 1620}
1592 1621
1593/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1594 */ 1623 */
1595bool 1624bool
1596fire (object *op, int dir) 1625fire (object *who, int dir)
1597{ 1626{
1598 int spellcost = 0; 1627 int spellcost = 0;
1599 1628
1600 player *pl = op->contr; 1629 player *pl = who->contr;
1601 1630
1602 if (pl->golem) 1631 if (pl->golem)
1603 { 1632 {
1604 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1605 return false; 1634 return false;
1606 } 1635 }
1607 1636
1608 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1609 1638
1610 if (!ob) 1639 if (!ob)
1611 return false; 1640 return false;
1612 1641
1613 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1614 --op->speed_left; 1643 --who->speed_left;
1615 else 1644 else
1616 return false; 1645 return false;
1617 1646
1618 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1619 return false; 1648 return false;
1620 1649
1621 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1623 make_visible (op); 1652 make_visible (who);
1624 1653
1625 switch (ob->type) 1654 switch (ob->type)
1626 { 1655 {
1627 case BOW: 1656 case BOW:
1628 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1629 break; 1658 break;
1630 1659
1631 case SPELL: 1660 case SPELL:
1632 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);
1633 break; 1662 break;
1634 1663
1635 case BUILDER: 1664 case BUILDER:
1636 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1637 break; 1666 break;
1638 1667
1639 case SKILL: 1668 case SKILL:
1640 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1641 break; 1670 break;
1642 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1643 default: 1676 default:
1644 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1645 break; 1678 break;
1646 } 1679 }
1647 1680
1648 return true; 1681 return true;
1649} 1682}
1650 1683
1651/* find_key 1684static 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) 1685find_key_ (object *pl, object *container, object *door)
1663{ 1686{
1664 object *tmp, *key; 1687 object *tmp, *key;
1665 1688
1666 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1667 if (!container->inv) 1690 if (!container->inv)
1688 if (!tmp) 1711 if (!tmp)
1689 { 1712 {
1690 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1691 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1692 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1693 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1694 return key; 1717 return key;
1695 1718
1696 if (!tmp) 1719 if (!tmp)
1697 return 0; 1720 return 0;
1698 } 1721 }
1717 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1718 * 1741 *
1719 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1720 * all the others. 1743 * all the others.
1721 */ 1744 */
1722 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1723 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1725 { 1748 {
1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 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)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1728 return NULL; 1751 return NULL;
1729 } 1752 }
1730 } 1753 }
1731 1754
1732 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1733} 1781}
1734 1782
1735/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1736 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1737 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1787 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1788 */ 1836 */
1789bool 1837bool
1790move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1791{ 1839{
1792 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))
1793 { 1841 {
1794 --op->speed_left; 1842 --op->speed_left;
1795 return true; 1843 return true;
1796 } 1844 }
1797 1845
1798 int on_battleground;
1799
1800 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1801 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1802
1803 on_battleground = op_on_battleground (op, 0, 0);
1804 1848
1805 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1806 return false; 1850 return false;
1807 1851
1808 /* 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
1880 } 1924 }
1881 else 1925 else
1882 return false; 1926 return false;
1883 } 1927 }
1884 1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
1885 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
1886 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
1887 * 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
1888 * attack them either. 1934 * attack them either.
1889 */ 1935 */
1953} 1999}
1954 2000
1955bool 2001bool
1956move_player (object *op, int dir) 2002move_player (object *op, int dir)
1957{ 2003{
1958 int pick;
1959
1960 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1961 return 0; 2005 return 0;
1962 2006
1963 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
1965 { 2009 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0; 2011 return 0;
1968 } 2012 }
1969 2013
1975 2019
1976 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op); 2021 do_hidden_move (op);
1978 2022
1979 bool retval; 2023 bool retval;
2024 int pick = 0;
1980 2025
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
1984 retval = fire (op, dir); 2029 retval = fire (op, dir);
2041 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2042 2087
2043 return false; 2088 return false;
2044} 2089}
2045 2090
2046int 2091static int
2047save_life (object *op) 2092save_life (object *op)
2048{ 2093{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2050 return 0; 2095 return 0;
2051 2096
2060 2105
2061 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2062 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2063 2108
2064 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2065 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2066 2111
2067 op->update_stats (); 2112 op->update_stats ();
2068 return 1; 2113 return 1;
2069 } 2114 }
2070 2115
2098void 2143void
2099object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2100{ 2145{
2101 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this); 2147 ::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} 2148}
2141 2149
2142void 2150void
2143do_some_living (object *op) 2151do_some_living (object *op)
2144{ 2152{
2336 2344
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2338 { 2346 {
2339 op->statusmsg ("You blindly grab for a bite of food. " 2347 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.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2341 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2342 2350
2343 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2344 break; 2352 break;
2345 } 2353 }
2346 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2352 */ 2360 */
2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2354 { 2362 {
2355 op->statusmsg ("You blindly grab for a bite of food. " 2363 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.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2357 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2358 } 2366 }
2359 2367
2360 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2361 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2399 return; 2407 return;
2400 2408
2401 dynbuf_text deathtab; 2409 dynbuf_text deathtab;
2402 2410
2403 /* restore player */ 2411 /* restore player */
2404 at = archetype::find ("poisoning"); 2412 at = archetype::find (shstr_poisoning);
2405 if (object *tmp = present_arch_in_ob (at, op)) 2413 if (object *tmp = present_arch_in_ob (at, op))
2406 { 2414 {
2407 tmp->destroy (); 2415 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r"; 2416 deathtab << "Your body feels cleansed...\r";
2409 } 2417 }
2410 2418
2411 at = archetype::find ("confusion"); 2419 at = archetype::find (shstr_confusion);
2412 if (object *tmp = present_arch_in_ob (at, op)) 2420 if (object *tmp = present_arch_in_ob (at, op))
2413 { 2421 {
2414 tmp->destroy (); 2422 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r"; 2423 deathtab << "Your mind feels clearer...\r";
2416 } 2424 }
2418 cure_disease (op, 0, 0); /* remove any disease */ 2426 cure_disease (op, 0, 0); /* remove any disease */
2419 2427
2420 max_it (op->stats.hp , op->stats.maxhp); 2428 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp); 2429 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace); 2430 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0) 2431 max_it (op->stats.food , 200);
2425 op->stats.food = 999;
2426 2432
2427 // remove all spell effects that are active 2433 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall 2434 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; ) 2435 for (object *item = op->inv; item; )
2430 { 2436 {
2443 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2444 { 2450 {
2445 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";
2446 2452
2447 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2448 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2449 { 2455
2450 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format ( 2458 tmp->msg = format (
2453 "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",
2454 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2455 (int)op->level, 2461 (int)op->level,
2456 op->contr->killer_name () 2462 op->contr->killer_name ()
2457 ); 2463 );
2458 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2461 }
2462 2467
2463 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2464 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2465 op->contr->braced = 0; 2470 op->contr->braced = 0;
2466 2471
2528 lost_a_stat = 1; 2533 lost_a_stat = 1;
2529 } 2534 }
2530 else 2535 else
2531 { 2536 {
2532 /* deplete a stat */ 2537 /* deplete a stat */
2533 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2534 object *dep; 2539 object *dep;
2535 2540
2536 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2537 if (!dep) 2542 if (!dep)
2538 { 2543 {
2539 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2540 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2541 } 2546 }
2542 lose_this_stat = 1; 2547 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2544 { 2549 {
2610#endif 2615#endif
2611 2616
2612 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2613 * exp loss on the stone. 2618 * exp loss on the stone.
2614 */ 2619 */
2615 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2616 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2617 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 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", 2623 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 ()); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2620 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2675 } 2680 }
2676 2681
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678} 2683}
2679 2684
2680void 2685static void
2681loot_object (object *op) 2686loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2684 2689
2685 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2716 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2717 * 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
2718 * was changed. 2723 * was changed.
2719 */ 2724 */
2720void 2725void
2721fix_weight (void) 2726fix_weight ()
2722{ 2727{
2723 for_all_players (pl) 2728 for_all_players (pl)
2724 { 2729 {
2725 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2726 2731
2733 } 2738 }
2734 } 2739 }
2735} 2740}
2736 2741
2737void 2742void
2738fix_luck (void) 2743fix_luck ()
2739{ 2744{
2740 for_all_players (pl) 2745 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2743} 2748}
2987 } 2992 }
2988 2993
2989 return 0; 2994 return 0;
2990} 2995}
2991 2996
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 2997/* op_on_battleground - checks if the given object op (usually
3028 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3029 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3030 * -exit-coord. (and if x, y not NULL) 3000 * -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 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3050 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3022 {
3053 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3054 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))
3055 {
3056 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)
3057 { 3027 {
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y) 3028 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062 3030
3063 return 1; 3031 return 1;
3064 }
3065 } 3032 }
3066 }
3067 3033
3068 if (x && y) 3034 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070 3036
3071 return 1; 3037 return 1;
3209 else 3175 else
3210 j = 1; 3176 j = 1;
3211 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3212 } 3178 }
3213 } 3179 }
3180
3214 strcat (buf, "."); 3181 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3183 }
3217 3184
3218 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3196 }
3230 else 3197 else
3231 { 3198 {
3232 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3233 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3234 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));
3235 who->insert (tmp); 3202 who->insert (tmp);
3236 } 3203 }
3237} 3204}
3238 3205
3239/** 3206//-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 3207
3256sint8 3208sint8
3257player::darkness_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3258{ 3210{
3259 if (!ns) 3211 if (!ns)

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