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Comparing deliantra/server/server/player.C (file contents):
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
252 activate (); 139 activate ();
253 140
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
260} 143}
261 144
262void 145void
345 savebed_map = first_map_path; /* Init. respawn position */ 228 savebed_map = first_map_path; /* Init. respawn position */
346 229
347 gen_sp_armour = 10; 230 gen_sp_armour = 10;
348 bowtype = bow_normal; 231 bowtype = bow_normal;
349 petmode = pet_normal; 232 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 233 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 234 peaceful = 1; /* default peaceful */
353 do_los = 1; 235 do_los = 1;
354 236
355 weapon_sp = 1.0f; 237 weapon_sp = 1.0f;
671 op->destroy (); 553 op->destroy ();
672 continue; 554 continue;
673 } 555 }
674 } 556 }
675 557
676 /* This really needs to be better - we should really give 558 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 559 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 560 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 561 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 562 if (op->type == SKILL)
683 { 563 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 564 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 565 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 566 {
692 op->destroy (); 567 op->destroy ();
568 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 570 break;
695 } 571 }
696 572
697 if (op->nrof > 1) 573 if (op->nrof > 1)
698 op->nrof = 1; 574 op->nrof = 1;
699 } 575 }
700 576
726 else /* lock all 'normal items by default */ 602 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 603 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 604 } /* for loop of objects in player inv */
729 605
730 /* Need to set up the skill pointers */ 606 /* Need to set up the skill pointers */
731 link_player_skills (pl); 607 pl->contr->link_skills ();
732} 608}
733 609
734void 610void
735get_party_password (object *op, partylist *party) 611get_party_password (object *op, partylist *party)
736{ 612{
868 ob->msg = 0; 744 ob->msg = 0;
869 745
870 start_info (ob); 746 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 748 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 749 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 750 ob->update_stats ();
876 751
877 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
878 * is one for this race 753 * is one for this race
930 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
932 return; 807 return;
933 } 808 }
934 809
935 if (op->enemy == NULL) 810 if (!op->enemy)
936 { 811 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
939 return; 814 return;
940 } 815 }
941 816
942 /* Seen some crashes here. Since we don't store an
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL;
950 return;
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 { 818 {
955 op->enemy = NULL; 819 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 821 return;
960 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
961 825
962 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
964 { 828 {
965 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
966 830
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
968 return; 832 return;
969 } 833 }
970 834
981check_pick (object *op) 845check_pick (object *op)
982{ 846{
983 object *tmp, *next; 847 object *tmp, *next;
984 int stop = 0; 848 int stop = 0;
985 int wvratio; 849 int wvratio;
986 char putstring[128];
987 850
988 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
989 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
990 return 1; 853 return 1;
991 854
1015 878
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 880 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 882 CHK_PICK_PICKUP;
883
1020 continue; 884 continue;
1021 } 885 }
1022 886
1023 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? 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))))
894 : 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))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
940
941 /* ignore known cursed objects */
942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1025 { 949 {
1026 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1009 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1010 CHK_PICK_PICKUP;
1032 return 1; 1011 continue;
1033 case 2:
1034 CHK_PICK_PICKUP;
1035 return 0;
1036 case 3:
1037 return 0; /* stop before pickup */
1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1049 break;
1050
1051 case 7:
1052 if (tmp->type == MONEY || tmp->type == GEM)
1053 CHK_PICK_PICKUP;
1054 break;
1055
1056 default:
1057 /* use value density */
1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 CHK_PICK_PICKUP;
1061 } 1012 }
1062 } 1013 }
1063 else 1014
1064 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING || tmp->type == AMULET)
1067 { 1018 {
1068 /* some debugging code to figure out item information */ 1019 CHK_PICK_PICKUP;
1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue; 1020 continue;
1021 }
1115 1022
1116 /* ignore known cursed objects */ 1023 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1118 continue; 1028 continue;
1029 }
1119 1030
1120 /* all food and drink if desired */ 1031 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1032 if (op->contr->mode & PU_BOW)
1033 if (tmp->type == BOW)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_ARROW)
1040 if (tmp->type == ARROW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 /* all kinds of armor etc. */
1047 if (op->contr->mode & PU_ARMOUR)
1048 if (tmp->type == ARMOUR)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_HELMET)
1055 if (tmp->type == HELMET)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_SHIELD)
1062 if (tmp->type == SHIELD)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1122 if (op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1069 if (tmp->type == BOOTS)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_CLOAK)
1083 if (tmp->type == CLOAK)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 /* careful: chairs and tables are weapons! */
1098 if (op->contr->mode & PU_ALLWEAPON)
1099 {
1100 if (tmp->type == WEAPON)
1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1102 {
1125 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1126 continue; 1104 continue;
1127 } 1105 }
1106 }
1128 1107
1108 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1109 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1111 {
1132 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1133 continue; 1113 continue;
1134 } 1114 }
1135 1115
1116 /* any of the last 4 bits set means we use the ratio for value
1117 * pickups */
1136 if (op->contr->mode & PU_POTION) 1118 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1119 {
1120 /* use value density to decide what else to grab */
1121 /* >=7 was >= op->contr->mode */
1122 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1123 */
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL) 1124 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1125 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 { 1126 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1127#if 0
1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1129 if (tmp->name != NULL)
1184 { 1130 {
1185 CHK_PICK_PICKUP; 1131 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1132 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1315#if 0
1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317 if (tmp->name != NULL)
1318 {
1319 fprintf (stderr, "%s", tmp->name);
1320 }
1321 else 1133 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1134 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325#endif 1137#endif
1138 CHK_PICK_PICKUP;
1326 continue; 1139 continue;
1327 }
1328 } 1140 }
1329 } /* the new pickup model */ 1141 } /* the new pickup model */
1330 } 1142 }
1331 1143
1332 return !stop; 1144 return !stop;
1360 * against the target. A full test is not performed, simply a basic test 1172 * against the target. A full test is not performed, simply a basic test
1361 * of resistances. The archer is making a quick guess at what he sees down 1173 * of resistances. The archer is making a quick guess at what he sees down
1362 * the hall. Failing that it does it's best to pick the highest plus arrow. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1175 */
1364object * 1176object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1178{
1367 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1369 1181
1370 if (!type) 1182 if (!type)
1374 { 1186 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 { 1188 {
1377 i = 0; 1189 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1379 if (i > betterby) 1192 if (i > betterby)
1380 { 1193 {
1381 tmp = ntmp; 1194 tmp = ntmp;
1382 betterby = i; 1195 betterby = i;
1383 } 1196 }
1384 } 1197 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1198 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1199 {
1387 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1201 if (target->race && arrow->slaying.contains (target->race))
1389 { 1202 {
1390 if (arrow->attacktype & AT_DEATH) 1203 if (arrow->attacktype & AT_DEATH)
1391 { 1204 {
1392 *better = 100; 1205 *better = 100;
1393 return arrow; 1206 return arrow;
1408 { 1221 {
1409 tmp = arrow; 1222 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1224 }
1412 } 1225 }
1226
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1228 {
1415 tmp = arrow; 1229 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1231 }
1232
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1234 {
1420 tmp = arrow; 1235 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1237 }
1436 * op = the shooter 1251 * op = the shooter
1437 * type = bow->race 1252 * type = bow->race
1438 * dir = fire direction 1253 * dir = fire direction
1439 */ 1254 */
1440object * 1255object *
1441pick_arrow_target (object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1257{
1443 object *tmp = NULL; 1258 object *tmp = NULL;
1444 maptile *m; 1259 maptile *m;
1445 int i, mflags, found, number; 1260 int i, mflags, found, number;
1446 sint16 x, y; 1261 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1276 for (i = 0, found = 0; i < 20; i++)
1462 { 1277 {
1463 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1283 {
1468 tmp = NULL; 1284 tmp = 0;
1469 break; 1285 break;
1470 } 1286 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1288 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1475 */ 1291 */
1476 tmp = NULL; 1292 tmp = 0;
1477 break; 1293 break;
1478 } 1294 }
1295
1479 if (mflags & P_IS_ALIVE) 1296 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1299 break;
1489 }
1490 } 1300 }
1491 if (tmp == NULL) 1301
1302 if (!tmp)
1492 return find_arrow (op, type); 1303 return find_arrow (op, type);
1493 1304
1494 if (tmp->head) 1305 if (tmp->head)
1495 tmp = tmp->head; 1306 tmp = tmp->head;
1496 1307
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1348 return 0;
1538 } 1349 }
1539 1350
1540 // optimisation: move object to top so we will find it quickly again 1351 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1352 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1353 }
1548 1354
1549 if (!bow->race || !bow->skill) 1355 if (!bow->race || !bow->skill)
1550 { 1356 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 } 1383 }
1578 1384
1579 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1386 if (arrow->nrof == 0)
1581 { 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1389 arrow->destroy ();
1583 return 0; 1390 return 0;
1584 } 1391 }
1585 1392
1586 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1403 arrow->direction = dir;
1597 1404
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1406 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1407 arrow->stats.grace = arrow->attacktype;
1601 1408 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1409
1605#if 0 1410#if 0
1606 if (player *pl = op->contr) 1411 if (player *pl = op->contr)
1607 { 1412 {
1608 float speed = pl->weapon_sp; 1413 float speed = pl->weapon_sp;
1673 * hence the function name. 1478 * hence the function name.
1674 */ 1479 */
1675int 1480int
1676player_fire_bow (object *op, int dir) 1481player_fire_bow (object *op, int dir)
1677{ 1482{
1678 int ret = 0, wcmod = 0; 1483 int ret;
1679 1484
1680 if (op->contr->bowtype == bow_bestarrow) 1485 if (op->contr->bowtype == bow_bestarrow)
1681 { 1486 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1487 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1488 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1490 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1491 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1687 wcmod = -1;
1688
1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1493 }
1691 else if (op->contr->bowtype == bow_threewide) 1494 else if (op->contr->bowtype == bow_threewide)
1692 { 1495 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1497 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1499 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1500 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1501 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1502 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1503 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1505 }
1703 else 1506 else
1704 { 1507 {
1761 } 1564 }
1762 } 1565 }
1763 1566
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1567 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1568 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1767 if (item->type == WAND) 1571 if (item->type == WAND)
1768 { 1572 {
1769 if (!(--item->stats.food)) 1573 if (!(--item->stats.food))
1770 { 1574 {
1771 object *tmp; 1575 object *tmp;
1791bool 1595bool
1792fire (object *op, int dir) 1596fire (object *op, int dir)
1793{ 1597{
1794 int spellcost = 0; 1598 int spellcost = 0;
1795 1599
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1600 player *pl = op->contr;
1801 1601
1802 if (pl->golem) 1602 if (pl->golem)
1803 { 1603 {
1804 control_golem (op->contr->golem, dir); 1604 control_golem (op->contr->golem, dir);
1806 } 1606 }
1807 1607
1808 object *ob = pl->ranged_ob; 1608 object *ob = pl->ranged_ob;
1809 1609
1810 if (!ob) 1610 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false; 1611 return false;
1815 1612
1816 if (op->speed_left > 0.f) 1613 if (op->speed_left > 0.f)
1817 --op->speed_left; 1614 --op->speed_left;
1818 else 1615 else
1819 return false; 1616 return false;
1820 1617
1618 if (!op->change_weapon (ob))
1619 return false;
1620
1621 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op))
1623 make_visible (op);
1624
1821 switch (ob->type) 1625 switch (ob->type)
1822 { 1626 {
1823 case BOW: 1627 case BOW:
1824 player_fire_bow (op, dir); 1628 player_fire_bow (op, dir);
1825 break; 1629 break;
1826 1630
1827 case SPELL: 1631 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1633 break;
1830 1634
1831 case BUILDER: 1635 case BUILDER:
1832 apply_map_builder (op, dir); 1636 apply_map_builder (op, dir);
1833 break; 1637 break;
1866 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1672 {
1869 if (door->type == DOOR && tmp->type == KEY) 1673 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1674 break;
1675
1871 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1873 */ 1678 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1680 break;
1881 * a key, return 1686 * a key, return
1882 */ 1687 */
1883 if (!tmp) 1688 if (!tmp)
1884 { 1689 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1692 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1693 if ((key = find_key (pl, tmp, door)))
1891 return key; 1694 return key;
1892 }
1893 }
1894 1695
1895 if (!tmp) 1696 if (!tmp)
1896 return NULL; 1697 return 0;
1897 } 1698 }
1898 1699
1899 /* We get down here if we have found a key. Now if its in a container, 1700 /* We get down here if we have found a key. Now if its in a container,
1900 * see if we actually want to use it 1701 * see if we actually want to use it
1901 */ 1702 */
1902 if (pl != container) 1703 if (pl != container)
1903 { 1704 {
1904 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1905 if (!pl->contr) 1706 if (!pl->contr)
1906 return NULL; 1707 return 0;
1708
1907 /* cases where this fails: 1709 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1711 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1911 * containers can be used. 1713 * containers can be used.
1917 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1918 * all the others. 1720 * all the others.
1919 */ 1721 */
1920 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1725 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1728 return NULL;
1927 } 1729 }
1985 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
1986 */ 1788 */
1987bool 1789bool
1988move_player_attack (object *op, int dir) 1790move_player_attack (object *op, int dir)
1989{ 1791{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
1990 int on_battleground; 1798 int on_battleground;
1991 1799
1992 sint16 nx = freearr_x[dir] + op->x; 1800 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1801 sint16 ny = freearr_y[dir] + op->y;
1994 1802
1995 on_battleground = op_on_battleground (op, 0, 0); 1803 on_battleground = op_on_battleground (op, 0, 0);
1996 1804
1997 if (out_of_map (op->map, nx, ny)) 1805 if (out_of_map (op->map, nx, ny))
1998 return false; 1806 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005 1807
2006 /* If braced, or can't move to the square, and it is not out of the 1808 /* If braced, or can't move to the square, and it is not out of the
2007 * map, attack it. Note order of if statement is important - don't 1809 * map, attack it. Note order of if statement is important - don't
2008 * want to be calling move_ob if braced, because move_ob will move the 1810 * want to be calling move_ob if braced, because move_ob will move the
2009 * player. This is a pretty nasty hack, because if we could 1811 * player. This is a pretty nasty hack, because if we could
2069 --op->speed_left; 1871 --op->speed_left;
2070 1872
2071 op->play_sound (sound_find ("push_player")); 1873 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1874 push_ob (mon, dir, op);
2073 1875
2074 if (op->contr->tmp_invis || op->hide) 1876 if (action_makes_visible (op))
2075 make_visible (op); 1877 make_visible (op);
2076 1878
2077 return true; 1879 return true;
2078 } 1880 }
2079 else 1881 else
2101 push_ob (mon, dir, op); 1903 push_ob (mon, dir, op);
2102 } 1904 }
2103 else 1905 else
2104 op->statusmsg ("You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
2105 1907
2106 if (op->contr->tmp_invis || op->hide) 1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1909 make_visible (op);
2108 1910
2109 return true; 1911 return true;
2110 } 1912 }
2111 } 1913 }
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 1973
2172 op->facing = dir; 1974 op->facing = dir;
2173 1975
2174 if (op->hide) 1976 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 1977 do_hidden_move (op);
2176 1978
2177 bool retval; 1979 bool retval;
2178 1980
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2310const char * 2112const char *
2311gravestone_text (object *op) 2113gravestone_text (object *op)
2312{ 2114{
2313 static dynbuf_text buf; 2115 static dynbuf_text buf;
2314 2116
2315 buf << "---- R.I.P. ----\n\n"; 2117 buf << "---- R.I.P. ----\n\n"
2316 op->name; 2118 << op->name;
2317 2119
2318 if (op->type == PLAYER) 2120 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title; 2121 buf << " the " << op->contr->title;
2320 2122
2321 buf << "\n\n"; 2123 buf << "\n\n";
2497 { 2299 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2301
2500 if (over_hp > 0) 2302 if (over_hp > 0)
2501 { 2303 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2305 op->last_heal = 0;
2504 } 2306 }
2505 else 2307 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2309 }
2563 2365
2564 if (op->stats.food < 0) 2366 if (op->stats.food < 0)
2565 { 2367 {
2566 op->stats.hp += op->stats.food; 2368 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2369 op->stats.food = 0;
2370
2371 if (op->stats.hp < 0)
2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2568 } 2375 }
2376 }
2569 2377
2378 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op); 2380 kill_player (op);
2572 } 2381 }
2573} 2382}
2574 2383
2579 */ 2388 */
2580void 2389void
2581kill_player (object *op) 2390kill_player (object *op)
2582{ 2391{
2583 int x, y; 2392 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2393 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2394 int will_kill_again;
2587 archetype *at; 2395 archetype *at;
2588 object *tmp; 2396 object *tmp;
2589 2397
2590 if (save_life (op)) 2398 if (save_life (op))
2591 return; 2399 return;
2400
2401 dynbuf_text deathtab;
2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2592 2438
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2442 */
2597 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2598 { 2444 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601
2602 /* restore player */
2603 at = archetype::find ("poisoning");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2612 {
2613 tmp->destroy ();
2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615 }
2616
2617 cure_disease (op, 0, 0); /* remove any disease */
2618 op->stats.hp = op->stats.maxhp;
2619 if (op->stats.food <= 0)
2620 op->stats.food = 999;
2621 2446
2622 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2624 { 2449 {
2625 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2636 } 2461 }
2637 2462
2638 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2468 return;
2642 } 2469 }
2643 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2644 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2645 2475
2646 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2647
2648 if (op->stats.food < 0)
2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2653 2477
2654 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2655 2479
2656 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2657 x = op->x; 2481 x = op->x;
2687 2511
2688 lost_a_stat = 0; 2512 lost_a_stat = 0;
2689 2513
2690 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2691 { 2515 {
2692 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2693 2517
2694 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2695 { 2519 {
2696 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2521 * what he lost.
2748 } 2572 }
2749 } 2573 }
2750 2574
2751 if (lose_this_stat) 2575 if (lose_this_stat)
2752 { 2576 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2582 * difference.
2772 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2597 if (!lost_a_stat)
2774 { 2598 {
2775 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2778 2602
2779 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2605 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2607 }
2784#else 2608#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2610#endif
2787 2611
2788 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2613 * exp loss on the stone.
2790 */ 2614 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2792 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2618 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 ());
2795 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2622
2798 /**************************************/ 2623 /**************************************/
2799 /* */ 2624 /* */
2800 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2626 /* */
2804 /**************************************/ 2627 /**************************************/
2805 2628
2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */
2808 at = archetype::find ("poisoning");
2809 tmp = present_arch_in_ob (at, op);
2810
2811 if (tmp)
2812 {
2813 tmp->destroy ();
2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815 }
2816
2817 at = archetype::find ("confusion");
2818 tmp = present_arch_in_ob (at, op);
2819 if (tmp)
2820 {
2821 tmp->destroy ();
2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823 }
2824
2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2631
2849 /* 2632 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2634 * and put them back in the map.
2852 */ 2635 */
2887 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2671 force->resist[at] = 100;
2889 2672
2890 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2674 op->update_stats ();
2892
2893 } 2675 }
2894 2676
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2678}
2897 2679
2898void 2680void
2899loot_object (object *op) 2681loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2998} 2780}
2999 2781
3000void 2782void
3001make_visible (object *op) 2783make_visible (object *op)
3002{ 2784{
3003 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2786 op->invisible = 0;
3005 2787
3006 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3007 { 2789 {
3008 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3033 2815
3034 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3035 return 0; 2817 return 0;
3036 2818
3037 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3039 2821
3040 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3045 2827
3046 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3196 while (op) 2978 while (op)
3197 { 2979 {
3198 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3200 2982
3201 /* only the viewable area the player sees is updated by LOS 2983 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; 2984 return 1;
3209 2985
3210 op = op->more; 2986 op = op->more;
3211 } 2987 }
3212 2988
3213 return 0; 2989 return 0;
3214} 2990}
3215 2991
3216/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3219 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3220 * return 0. 2996 * return 0.
3221 */ 2997 */
3222int 2998int
3223action_makes_visible (object *op) 2999action_makes_visible (object *op)
3224{ 3000{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 { 3002 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 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
3228 return 0; 3010 return 0;
3011 }
3229 3012
3230 if (op->contr && op->contr->tmp_invis == 0) 3013 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0; 3014 return 0;
3232 3015
3233 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3235 { 3018 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3237 return 1; 3020 return 1;
3238 } 3021 }
3239 } 3022 }
3240 3023
3241 return 0; 3024 return 0;
3469 if (pl->ranged_ob == ob) 3252 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0; 3253 pl->ranged_ob = 0;
3471} 3254}
3472 3255
3473sint8 3256sint8
3474player::visibility_at (maptile *map, int x, int y) const 3257player::darkness_at (maptile *map, int x, int y) const
3475{ 3258{
3476 if (!ns) 3259 if (!ns)
3477 return 0; 3260 return LOS_BLOCKED;
3478 3261
3479 int dx, dy; 3262 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3264 return LOS_BLOCKED;
3482 3265
3483 x += dx - ns->current_x + ns->mapx / 2; 3266 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3267 y += dy - ns->current_y;
3485 3268
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]; 3269 return blocked_los (x, y);
3490} 3270}
3491 3271
3492void 3272void
3493player::infobox (const char *title, const char *msg, int color) 3273player::infobox (const char *title, const char *msg, int color)
3494{ 3274{

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