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Comparing deliantra/server/server/player.C (file contents):
Revision 1.192 by root, Wed Apr 30 06:40:28 2008 UTC vs.
Revision 1.224 by root, Thu Jan 1 16:05:13 2009 UTC

122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (this); 215 clear_los ();
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->update_weight (); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 229
321 combat_ob = op; 324 combat_ob = op;
322 break; 325 break;
323 } 326 }
324 327
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better 329 ob->deactivate (); // change_weapon activates, fix this better
327} 330}
328 331
329void 332void
330player::set_observe (object *op) 333player::set_observe (object *op)
331{ 334{
345 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
346 349
347 gen_sp_armour = 10; 350 gen_sp_armour = 10;
348 bowtype = bow_normal; 351 bowtype = bow_normal;
349 petmode = pet_normal; 352 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 353 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
353 do_los = 1; 355 do_los = 1;
354 356
355 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
726 else /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
729 731
730 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
731 link_player_skills (pl); 733 pl->contr->link_skills ();
732} 734}
733 735
734void 736void
735get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
736{ 738{
865 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
866 868
867 if (ob->msg) 869 if (ob->msg)
868 ob->msg = 0; 870 ob->msg = 0;
869 871
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 872 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 876 ob->update_stats ();
885 877
886 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
887 * is one for this race 879 * is one for this race
888 */ 880 */
889 if (*first_map_ext_path) 881 if (*first_map_ext_path)
890 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 883 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
906} 885}
907 886
908void 887void
952 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 933 return;
955 } 934 }
956 935
957 if (op->enemy == NULL) 936 if (!op->enemy)
958 { 937 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 940 return;
962 } 941 }
963 942
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 944 {
977 op->enemy = NULL; 945 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 947 return;
982 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
983 951
984 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
986 { 954 {
987 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
988 956
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return; 958 return;
991 } 959 }
992 960
1003check_pick (object *op) 971check_pick (object *op)
1004{ 972{
1005 object *tmp, *next; 973 object *tmp, *next;
1006 int stop = 0; 974 int stop = 0;
1007 int wvratio; 975 int wvratio;
1008 char putstring[128];
1009 976
1010 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1012 return 1; 979 return 1;
1013 980
1037 1004
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 1006 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1009
1042 continue; 1010 continue;
1043 } 1011 }
1044 1012
1045 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1047 { 1075 {
1048 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1135 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1136 CHK_PICK_PICKUP;
1054 return 1; 1137 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1138 }
1084 } 1139 }
1085 else 1140
1086 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1089 { 1144 {
1090 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1146 continue;
1147 }
1137 1148
1138 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1140 continue; 1154 continue;
1155 }
1141 1156
1142 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1144 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1228 {
1147 CHK_PICK_PICKUP; 1229 CHK_PICK_PICKUP;
1148 continue; 1230 continue;
1149 } 1231 }
1232 }
1150 1233
1234 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1237 {
1154 CHK_PICK_PICKUP; 1238 CHK_PICK_PICKUP;
1155 continue; 1239 continue;
1156 } 1240 }
1157 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1158 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1249 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1252 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1206 { 1256 {
1207 CHK_PICK_PICKUP; 1257 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1258 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1259 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347#endif 1263#endif
1264 CHK_PICK_PICKUP;
1348 continue; 1265 continue;
1349 }
1350 } 1266 }
1351 } /* the new pickup model */ 1267 } /* the new pickup model */
1352 } 1268 }
1353 1269
1354 return !stop; 1270 return !stop;
1382 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1301 */
1386object * 1302object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1304{
1389 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1391 1307
1392 if (!type) 1308 if (!type)
1396 { 1312 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 { 1314 {
1399 i = 0; 1315 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1401 if (i > betterby) 1318 if (i > betterby)
1402 { 1319 {
1403 tmp = ntmp; 1320 tmp = ntmp;
1404 betterby = i; 1321 betterby = i;
1405 } 1322 }
1406 } 1323 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1325 {
1409 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1411 { 1328 {
1412 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1413 { 1330 {
1414 *better = 100; 1331 *better = 100;
1415 return arrow; 1332 return arrow;
1430 { 1347 {
1431 tmp = arrow; 1348 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1350 }
1434 } 1351 }
1352
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1354 {
1437 tmp = arrow; 1355 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1357 }
1358
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1360 {
1442 tmp = arrow; 1361 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1363 }
1445 } 1364 }
1446 } 1365 }
1447 } 1366 }
1367
1448 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1369 return find_arrow (op, type);
1450 1370
1451 *better = betterby; 1371 *better = betterby;
1452 return tmp; 1372 return tmp;
1457 * op = the shooter 1377 * op = the shooter
1458 * type = bow->race 1378 * type = bow->race
1459 * dir = fire direction 1379 * dir = fire direction
1460 */ 1380 */
1461object * 1381object *
1462pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1383{
1464 object *tmp = NULL; 1384 object *tmp = NULL;
1465 maptile *m; 1385 maptile *m;
1466 int i, mflags, found, number; 1386 int i, mflags, found, number;
1467 sint16 x, y; 1387 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1483 { 1403 {
1484 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1409 {
1489 tmp = NULL; 1410 tmp = 0;
1490 break; 1411 break;
1491 } 1412 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1414 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1496 */ 1417 */
1497 tmp = NULL; 1418 tmp = 0;
1498 break; 1419 break;
1499 } 1420 }
1421
1500 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1425 break;
1510 }
1511 } 1426 }
1512 if (tmp == NULL) 1427
1428 if (!tmp)
1513 return find_arrow (op, type); 1429 return find_arrow (op, type);
1514 1430
1515 if (tmp->head) 1431 if (tmp->head)
1516 tmp = tmp->head; 1432 tmp = tmp->head;
1517 1433
1562 if (bow->below) 1478 if (bow->below)
1563 { 1479 {
1564 bow->remove (); 1480 bow->remove ();
1565 op->insert (bow); 1481 op->insert (bow);
1566 } 1482 }
1567
1568 } 1483 }
1569 1484
1570 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1571 { 1486 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1598 } 1513 }
1599 1514
1600 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1602 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1519 arrow->destroy ();
1604 return 0; 1520 return 0;
1605 } 1521 }
1606 1522
1607 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1694 * hence the function name. 1610 * hence the function name.
1695 */ 1611 */
1696int 1612int
1697player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1698{ 1614{
1699 int ret = 0, wcmod = 0; 1615 int ret;
1700 1616
1701 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1702 { 1618 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1620 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1622 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1625 }
1712 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1713 { 1627 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1631 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1633 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1637 }
1724 else 1638 else
1725 { 1639 {
1782 } 1696 }
1783 } 1697 }
1784 1698
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1786 { 1700 {
1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1788 if (item->type == WAND) 1703 if (item->type == WAND)
1789 { 1704 {
1790 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1791 { 1706 {
1792 object *tmp; 1707 object *tmp;
1812bool 1727bool
1813fire (object *op, int dir) 1728fire (object *op, int dir)
1814{ 1729{
1815 int spellcost = 0; 1730 int spellcost = 0;
1816 1731
1817 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1821 player *pl = op->contr; 1732 player *pl = op->contr;
1822 1733
1823 if (pl->golem) 1734 if (pl->golem)
1824 { 1735 {
1825 control_golem (op->contr->golem, dir); 1736 control_golem (op->contr->golem, dir);
1827 } 1738 }
1828 1739
1829 object *ob = pl->ranged_ob; 1740 object *ob = pl->ranged_ob;
1830 1741
1831 if (!ob) 1742 if (!ob)
1832 return false;
1833
1834 if (!op->change_weapon (ob))
1835 return false; 1743 return false;
1836 1744
1837 if (op->speed_left > 0.f) 1745 if (op->speed_left > 0.f)
1838 --op->speed_left; 1746 --op->speed_left;
1839 else 1747 else
1840 return false; 1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1752
1753 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op))
1755 make_visible (op);
1841 1756
1842 switch (ob->type) 1757 switch (ob->type)
1843 { 1758 {
1844 case BOW: 1759 case BOW:
1845 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1938 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
1939 * all the others. 1854 * all the others.
1940 */ 1855 */
1941 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
1942 !QUERY_FLAG (container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1944 { 1859 {
1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 return NULL; 1862 return NULL;
1948 } 1863 }
2090 --op->speed_left; 2005 --op->speed_left;
2091 2006
2092 op->play_sound (sound_find ("push_player")); 2007 op->play_sound (sound_find ("push_player"));
2093 push_ob (mon, dir, op); 2008 push_ob (mon, dir, op);
2094 2009
2095 if (op->contr->tmp_invis || op->hide) 2010 if (action_makes_visible (op))
2096 make_visible (op); 2011 make_visible (op);
2097 2012
2098 return true; 2013 return true;
2099 } 2014 }
2100 else 2015 else
2122 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2123 } 2038 }
2124 else 2039 else
2125 op->statusmsg ("You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2126 2041
2127 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2128 make_visible (op); 2043 make_visible (op);
2129 2044
2130 return true; 2045 return true;
2131 } 2046 }
2132 } 2047 }
2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192 2107
2193 op->facing = dir; 2108 op->facing = dir;
2194 2109
2195 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2196 do_hidden_move (op); 2111 do_hidden_move (op);
2197 2112
2198 bool retval; 2113 bool retval;
2199 2114
2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2331const char * 2246const char *
2332gravestone_text (object *op) 2247gravestone_text (object *op)
2333{ 2248{
2334 static dynbuf_text buf; 2249 static dynbuf_text buf;
2335 2250
2336 buf << "---- R.I.P. ----\n\n"; 2251 buf << "---- R.I.P. ----\n\n"
2337 op->name; 2252 << op->name;
2338 2253
2339 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2340 buf << " the " << op->contr->title; 2255 buf << " the " << op->contr->title;
2341 2256
2342 buf << "\n\n"; 2257 buf << "\n\n";
2518 { 2433 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520 2435
2521 if (over_hp > 0) 2436 if (over_hp > 0)
2522 { 2437 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0; 2439 op->last_heal = 0;
2525 } 2440 }
2526 else 2441 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2528 } 2443 }
2544 op->stats.food--; 2459 op->stats.food--;
2545 } 2460 }
2546 2461
2547 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2548 { 2463 {
2549 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2550 2465
2551 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2552 { 2467 {
2553 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2554 { 2472 {
2555 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2556 { 2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2559 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2560 break; 2478 break;
2561 } 2479 }
2562 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2563 flesh = tmp; 2481 flesh = tmp;
2564 } /* End if paid for object */ 2482 }
2565 } /* end of for loop */
2566 2483
2567 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2568 * eat flesh instead. 2485 * eat flesh instead.
2569 */ 2486 */
2570 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2571 { 2488 {
2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2574 } 2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2575 } 2498 }
2576 2499
2577 if (op->stats.food < 0) 2500 if (op->stats.food < 0)
2578 { 2501 {
2579 op->stats.hp += op->stats.food; 2502 op->stats.hp += op->stats.food;
2580 op->stats.food = 0; 2503 op->stats.food = 0;
2504
2505 if (op->stats.hp < 0)
2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2581 } 2509 }
2510 }
2582 2511
2512 /* killer should be set here already */
2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2584 kill_player (op); 2514 kill_player (op);
2585 } 2515 }
2586} 2516}
2587 2517
2601 object *tmp; 2531 object *tmp;
2602 2532
2603 if (save_life (op)) 2533 if (save_life (op))
2604 return; 2534 return;
2605 2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2571
2606 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2607 * in cities ONLY!!! It is very important that this doesn't get abused. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2608 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2609 */ 2575 */
2610 if (op_on_battleground (op, &x, &y)) 2576 if (op_on_battleground (op, &x, &y))
2611 { 2577 {
2612 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2613 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2614
2615 /* restore player */
2616 at = archetype::find ("poisoning");
2617 if (object *tmp = present_arch_in_ob (at, op))
2618 {
2619 tmp->destroy ();
2620 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2621 }
2622
2623 at = archetype::find ("confusion");
2624 if (object *tmp = present_arch_in_ob (at, op))
2625 {
2626 tmp->destroy ();
2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2628 }
2629
2630 cure_disease (op, 0, 0); /* remove any disease */
2631 op->stats.hp = op->stats.maxhp;
2632 if (op->stats.food <= 0)
2633 op->stats.food = 999;
2634 2580
2635 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2636 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2637 { 2583 {
2638 tmp->name = format ("%s's finger" , &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2656 2602
2657 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2658 2604
2659 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2660 2606
2661 if (op->stats.food < 0)
2662 {
2663 op->contr->killer = archetype::get ("killer_starvation");
2664 op->contr->killer->destroy ();
2665 }
2666
2667 op->contr->play_sound (sound_find ("player_dies")); 2607 op->contr->play_sound (sound_find ("player_dies"));
2668 2608
2669 /* save the map location for corpse, gravestone */ 2609 /* save the map location for corpse, gravestone */
2670 x = op->x; 2610 x = op->x;
2671 y = op->y; 2611 y = op->y;
2700 2640
2701 lost_a_stat = 0; 2641 lost_a_stat = 0;
2702 2642
2703 for (z = 0; z < num_stats_lose; z++) 2643 for (z = 0; z < num_stats_lose; z++)
2704 { 2644 {
2705 i = RANDOM () % NUM_STATS; 2645 i = rndm (NUM_STATS);
2706 2646
2707 if (settings.stat_loss_on_death) 2647 if (settings.stat_loss_on_death)
2708 { 2648 {
2709 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2650 * what he lost.
2761 } 2701 }
2762 } 2702 }
2763 2703
2764 if (lose_this_stat) 2704 if (lose_this_stat)
2765 { 2705 {
2766 this_stat = get_attr_value (&(dep->stats), i); 2706 this_stat = get_attr_value (&dep->stats, i);
2767 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2768 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2769 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2770 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2771 * difference. 2711 * difference.
2779 lost_a_stat = 1; 2719 lost_a_stat = 1;
2780 } 2720 }
2781 } 2721 }
2782 } 2722 }
2783 } 2723 }
2724
2784 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2785 if (!lost_a_stat) 2726 if (!lost_a_stat)
2786 { 2727 {
2787 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2788 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2789 const char *god = determine_god (op); 2730 shstr_tmp god = determine_god (op);
2790 2731
2791 if (god && (strcmp (god, "none"))) 2732 if (god != shstr_none)
2792 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2793 else 2734 else
2794 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2795 } 2736 }
2796#else 2737#else
2797 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2798#endif 2739#endif
2799 2740
2800 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2801 * exp loss on the stone. 2742 * exp loss on the stone.
2802 */ 2743 */
2803 tmp = arch_to_object (archetype::find ("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2804 sprintf (buf, "%s's gravestone", &op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2805 tmp->name = buf; 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2806 sprintf (buf, "%s's gravestones", &op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2807 tmp->name_pl = buf; 2748 &op->name, op->contr->title, op->contr->killer_name ());
2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2809 tmp->msg = buf;
2810 tmp->x = op->x, tmp->y = op->y; 2749 tmp->x = op->x, tmp->y = op->y;
2811 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2812 2751
2813 /**************************************/ 2752 /**************************************/
2814 /* */ 2753 /* */
2815 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2816 /* if we died cause of food, give us */
2817 /* food, and reset HP's... */
2818 /* */ 2755 /* */
2819 /**************************************/ 2756 /**************************************/
2820 2757
2821 /* remove any poisoning and confusion the character may be suffering. */
2822 /* restore player */
2823 at = archetype::find ("poisoning");
2824 tmp = present_arch_in_ob (at, op);
2825
2826 if (tmp)
2827 {
2828 tmp->destroy ();
2829 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2830 }
2831
2832 at = archetype::find ("confusion");
2833 tmp = present_arch_in_ob (at, op);
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2838 }
2839
2840 cure_disease (op, 0, 0); /* remove any disease */
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2759 apply_death_exp_penalty (op);
2844 if (op->stats.food < 100)
2845 op->stats.food = 900;
2846 op->stats.hp = op->stats.maxhp;
2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2849 2760
2850 /* 2761 /*
2851 * Check to see if the player has any unpaid items. If so, remove them 2762 * Check to see if the player has any unpaid items. If so, remove them
2852 * and put them back in the map. 2763 * and put them back in the map.
2853 */ 2764 */
2888 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2889 force->resist[at] = 100; 2800 force->resist[at] = 100;
2890 2801
2891 insert_ob_in_ob (force, op); 2802 insert_ob_in_ob (force, op);
2892 op->update_stats (); 2803 op->update_stats ();
2893
2894 } 2804 }
2895 2805
2896 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2897} 2807}
2898 2808
2999} 2909}
3000 2910
3001void 2911void
3002make_visible (object *op) 2912make_visible (object *op)
3003{ 2913{
3004 op->hide = 0; 2914 op->flag [FLAG_HIDDEN] = 0;
3005 op->invisible = 0; 2915 op->invisible = 0;
3006 2916
3007 if (op->type == PLAYER) 2917 if (op->type == PLAYER)
3008 { 2918 {
3009 op->contr->tmp_invis = 0; 2919 op->contr->tmp_invis = 0;
3034 2944
3035 if (!ob || !ob->map) 2945 if (!ob || !ob->map)
3036 return 0; 2946 return 0;
3037 2947
3038 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3039 level = ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3040 2950
3041 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3042 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3043 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3044 if (has_carried_lights (ob)) 2954 if (has_carried_lights (ob))
3045 level = -(10 + (2 * ob->map->darkness)); 2955 level = -(10 + (2 * ob->map->darklevel ()));
3046 2956
3047 /* scan through all nearby squares for terrain to hide in */ 2957 /* scan through all nearby squares for terrain to hide in */
3048 for (i = 0, x = ob->x, y = ob->y; 2958 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1; 2959 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3071 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3072 */ 2982 */
3073void 2983void
3074do_hidden_move (object *op) 2984do_hidden_move (object *op)
3075{ 2985{
3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2986 int hide = 0;
3077 object *skop;
3078 2987
3079 if (!op || !op->map) 2988 if (!op || !op->map)
3080 return; 2989 return;
3081 2990
3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3083 2993
3084 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3085 if (op->type == PLAYER && op->contr->run_on) 2995 if (op->type == PLAYER && op->contr->run_on)
3086 if (!skop || num >= skop->level) 2996 if (!skop || num >= skop->level)
3087 { 2997 {
3097 num -= hide; 3007 num -= hide;
3098 3008
3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 { 3010 {
3101 make_visible (op); 3011 make_visible (op);
3012
3102 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3104 } 3015 }
3105 else if (op->type == PLAYER && skop) 3016 else if (op->type == PLAYER && skop)
3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 while (op) 3107 while (op)
3197 { 3108 {
3198 dx = rv.distance_x + op->arch->x; 3109 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 3110 dy = rv.distance_y + op->arch->y;
3200 3111
3201 /* only the viewable area the player sees is updated by LOS 3112 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 3113 return 1;
3209 3114
3210 op = op->more; 3115 op = op->more;
3211 } 3116 }
3212 3117
3213 return 0; 3118 return 0;
3214} 3119}
3215 3120
3216/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3219 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3220 * return 0. 3125 * return 0.
3221 */ 3126 */
3222int 3127int
3223action_makes_visible (object *op) 3128action_makes_visible (object *op)
3224{ 3129{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 { 3131 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3228 return 0; 3139 return 0;
3140 }
3229 3141
3230 if (op->contr && op->contr->tmp_invis == 0) 3142 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0; 3143 return 0;
3232 3144
3233 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3235 { 3147 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3237 return 1; 3149 return 1;
3238 } 3150 }
3239 } 3151 }
3240 3152
3241 return 0; 3153 return 0;
3469 if (pl->ranged_ob == ob) 3381 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0; 3382 pl->ranged_ob = 0;
3471} 3383}
3472 3384
3473sint8 3385sint8
3474player::visibility_at (maptile *map, int x, int y) const 3386player::darkness_at (maptile *map, int x, int y) const
3475{ 3387{
3476 if (!ns) 3388 if (!ns)
3477 return 0; 3389 return LOS_BLOCKED;
3478 3390
3479 int dx, dy; 3391 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3393 return LOS_BLOCKED;
3482 3394
3483 x += dx - ns->current_x + ns->mapx / 2; 3395 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3396 y += dy - ns->current_y;
3485 3397
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3398 return blocked_los (x, y);
3490} 3399}
3491 3400
3492void 3401void
3493player::infobox (const char *title, const char *msg, int color) 3402player::infobox (const char *title, const char *msg, int color)
3494{ 3403{

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