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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 1.266 by root, Tue Apr 6 23:34:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
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. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
208 97
209 ns->update_look = 0; 98 ns->update_look = 0;
210 ns->look_position = 0; 99 ns->look_position = 0;
211 100
212 clear_los (this); 101 clear_los ();
213 102
214 ns->reset_stats (); 103 ns->reset_stats ();
215 104
216 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
219 108
220 ob->update_weight (); 109 ob->update_weight ();
221 link_player_skills (ob); 110 link_skills ();
222
223 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
227 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
229 { 116 {
230 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
231 118
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
247 134
248 ns->floorbox_update (); 135 ns->floorbox_update ();
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
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
252 activate (); 145 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 146
258 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
260} 149}
261 150
278 ns->reset_stats (); 167 ns->reset_stats ();
279 ns->pl = 0; 168 ns->pl = 0;
280 ns = 0; 169 ns = 0;
281 } 170 }
282 171
283 observe = ob; 172 // this is important for the player scheduler to get the correct refcount
173 // when ns = 0
174 observe = viewpoint = ob;
284 175
285 deactivate (); 176 deactivate ();
286} 177}
178
179//-GPL
287 180
288// the need for this function can be explained 181// the need for this function can be explained
289// by load_object not returning the object 182// by load_object not returning the object
290void 183void
291player::set_object (object *op) 184player::set_object (object *op)
292{ 185{
293 ob = observe = op; 186 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
295 188
296 ob->speed = 1.0f; 189 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 190 ob->speed_left = 0.5f;
298 191
299 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327} 193}
328 194
329void 195void
330player::set_observe (object *op) 196player::set_observe (object *op)
331{ 197{
332 observe = op ? op : ob; 198 observe = viewpoint = op ? op : ob;
333 do_los = 1; 199 do_los = 1;
334} 200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
335 210
336player::player () 211player::player ()
337{ 212{
338 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 214 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 220 savebed_map = first_map_path; /* Init. respawn position */
346 221
347 gen_sp_armour = 10; 222 gen_sp_armour = 10;
348 bowtype = bow_normal; 223 bowtype = bow_normal;
349 petmode = pet_normal; 224 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 225 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 226 peaceful = 1; /* default peaceful */
353 do_los = 1; 227 do_los = 1;
354 228
355 weapon_sp = 1.0f; 229 weapon_sp = 1.0f;
367 { 241 {
368 ob->destroy_inv (false); 242 ob->destroy_inv (false);
369 ob->destroy (); 243 ob->destroy ();
370 } 244 }
371 245
372 ob = observe = 0; 246 ob = observe = viewpoint = 0;
373} 247}
374 248
375player::~player () 249player::~player ()
376{ 250{
377 /* Clear item stack */ 251 /* Clear item stack */
378 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
379} 281}
380 282
381/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
383 * mode. 285 * mode.
385player * 287player *
386player::create () 288player::create ()
387{ 289{
388 player *pl = new player; 290 player *pl = new player;
389 291
390 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
391 293
392 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
395 297
396 set_first_map (pl->ob); 298 set_first_map (pl->ob);
397 299
398 return pl; 300 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 301}
428 302
429object * 303object *
430get_nearest_player (object *mon) 304get_nearest_player (object *mon)
431{ 305{
671 op->destroy (); 545 op->destroy ();
672 continue; 546 continue;
673 } 547 }
674 } 548 }
675 549
676 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 553 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
683 { 555 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 558 {
692 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 562 break;
695 } 563 }
696 564
697 if (op->nrof > 1) 565 if (op->nrof > 1)
698 op->nrof = 1; 566 op->nrof = 1;
699 } 567 }
700 568
726 else /* lock all 'normal items by default */ 594 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 595 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 596 } /* for loop of objects in player inv */
729 597
730 /* Need to set up the skill pointers */ 598 /* Need to set up the skill pointers */
731 link_player_skills (pl); 599 pl->contr->link_skills ();
732} 600}
733 601
734void 602void
735get_party_password (object *op, partylist *party) 603get_party_password (object *op, partylist *party)
736{ 604{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 615}
748 616
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 618static int
751roll_stat (void) 619roll_stat ()
752{ 620{
753 int a[4], i, j, k; 621 int a[4], i, j, k;
754 622
755 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
853player::chargen_race_done () 721player::chargen_race_done ()
854{ 722{
855 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 724 esrv_new_player (ob->contr);
857 725
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 727 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
861 729
862 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
868 ob->msg = 0; 736 ob->msg = 0;
869 737
870 start_info (ob); 738 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 739 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 740 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 741 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 742 ob->update_stats ();
876 743
877 /* This moves the player to a different start map, if there 744 /* This moves the player to a different start map, if there
878 * is one for this race 745 * is one for this race
917 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 786 ob->stats.grace = 0;
920} 787}
921 788
922void 789static void
923flee_player (object *op) 790flee_player (object *op)
924{ 791{
925 int dir, diff; 792 int dir, diff;
926 rv_vector rv; 793 rv_vector rv;
927 794
930 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
932 return; 799 return;
933 } 800 }
934 801
935 if (op->enemy == NULL) 802 if (!op->enemy)
936 { 803 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
939 return; 806 return;
940 } 807 }
941 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 { 810 {
955 op->enemy = NULL; 811 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 813 return;
960 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
961 817
962 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
964 { 820 {
965 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
966 822
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 824 return;
969 } 825 }
970 826
971 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
981check_pick (object *op) 837check_pick (object *op)
982{ 838{
983 object *tmp, *next; 839 object *tmp, *next;
984 int stop = 0; 840 int stop = 0;
985 int wvratio; 841 int wvratio;
986 char putstring[128];
987 842
988 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
990 return 1; 845 return 1;
991 846
992 next = op->below; 847 next = op->below;
993 848
994 int cnt = MAX_ITEM_PER_DROP; 849 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 851
997 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 853 * destroyed */
999 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1015 870
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 872 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 874 CHK_PICK_PICKUP;
875
1020 continue; 876 continue;
1021 } 877 }
1022 878
1023 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1025 { 941 {
1026 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1005 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1032 return 1; 1007 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 } 1008 }
1062 } 1009 }
1063 else 1010
1064 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1067 { 1017 {
1068 /* some debugging code to figure out item information */ 1018 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; 1019 continue;
1020 }
1115 1021
1116 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1118 continue; 1027 continue;
1028 }
1119 1029
1120 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1122 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1101 {
1125 CHK_PICK_PICKUP; 1102 CHK_PICK_PICKUP;
1126 continue; 1103 continue;
1127 } 1104 }
1105 }
1128 1106
1107 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1110 {
1132 CHK_PICK_PICKUP; 1111 CHK_PICK_PICKUP;
1133 continue; 1112 continue;
1134 } 1113 }
1135 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1136 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1122 */
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) 1123 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 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 { 1125 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1184 { 1129 {
1185 CHK_PICK_PICKUP; 1130 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1131 }
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 1132 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1136#endif
1137 CHK_PICK_PICKUP;
1326 continue; 1138 continue;
1327 }
1328 } 1139 }
1329 } /* the new pickup model */ 1140 } /* the new pickup model */
1330 } 1141 }
1331 1142
1332 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1333} 1179}
1334 1180
1335/* 1181/*
1336 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1184 * found object is returned.
1339 */ 1185 */
1340object * 1186static object *
1341find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1342{ 1188{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1191 return splay (tmp);
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1360 * against the target. A full test is not performed, simply a basic test 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1209 */
1364object * 1210static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1212{
1367 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1369 1215
1370 if (!type) 1216 if (!type)
1374 { 1220 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 { 1222 {
1377 i = 0; 1223 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1379 if (i > betterby) 1226 if (i > betterby)
1380 { 1227 {
1381 tmp = ntmp; 1228 tmp = ntmp;
1382 betterby = i; 1229 betterby = i;
1383 } 1230 }
1384 } 1231 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1233 {
1387 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1389 { 1236 {
1390 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1391 { 1238 {
1392 *better = 100; 1239 *better = 100;
1393 return arrow; 1240 return arrow;
1408 { 1255 {
1409 tmp = arrow; 1256 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1258 }
1412 } 1259 }
1260
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1262 {
1415 tmp = arrow; 1263 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1265 }
1266
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1268 {
1420 tmp = arrow; 1269 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1271 }
1435 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1285 * op = the shooter
1437 * type = bow->race 1286 * type = bow->race
1438 * dir = fire direction 1287 * dir = fire direction
1439 */ 1288 */
1440object * 1289static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1291{
1443 object *tmp = NULL; 1292 object *tmp = NULL;
1444 maptile *m; 1293 maptile *m;
1445 int i, mflags, found, number; 1294 int i, mflags, found, number;
1446 sint16 x, y; 1295 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1462 { 1311 {
1463 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1317 {
1468 tmp = NULL; 1318 tmp = 0;
1469 break; 1319 break;
1470 } 1320 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1322 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1475 */ 1325 */
1476 tmp = NULL; 1326 tmp = 0;
1477 break; 1327 break;
1478 } 1328 }
1329
1479 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1333 break;
1489 }
1490 } 1334 }
1491 if (tmp == NULL) 1335
1336 if (!tmp)
1492 return find_arrow (op, type); 1337 return find_arrow (op, type);
1493 1338
1494 if (tmp->head) 1339 if (tmp->head)
1495 tmp = tmp->head; 1340 tmp = tmp->head;
1496 1341
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1382 return 0;
1538 } 1383 }
1539 1384
1540 // optimisation: move object to top so we will find it quickly again 1385 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1386 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1387 }
1548 1388
1549 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1550 { 1390 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 } 1417 }
1578 1418
1579 /* this should not happen, but sometimes does */ 1419 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1420 if (arrow->nrof == 0)
1581 { 1421 {
1422 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1423 arrow->destroy ();
1583 return 0; 1424 return 0;
1584 } 1425 }
1585 1426
1586 left = arrow; /* these are arrows left to the player */ 1427 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1437 arrow->direction = dir;
1597 1438
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1601 1442 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1443
1605#if 0 1444#if 0
1606 if (player *pl = op->contr) 1445 if (player *pl = op->contr)
1607 { 1446 {
1608 float speed = pl->weapon_sp; 1447 float speed = pl->weapon_sp;
1670 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1512 * hence the function name.
1674 */ 1513 */
1675int 1514static int
1676player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1677{ 1516{
1678 int ret = 0, wcmod = 0; 1517 int ret;
1679 1518
1680 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1681 { 1520 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1522 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1524 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1527 }
1691 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1692 { 1529 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1533 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1535 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1539 }
1703 else 1540 else
1704 { 1541 {
1710} 1547}
1711 1548
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1714 */ 1551 */
1715void 1552static void
1716fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1717{ 1554{
1718 object *item = op->contr->ranged_ob; 1555 object *item = op->contr->ranged_ob;
1719 1556
1720 if (!item) 1557 if (!item)
1727 { 1564 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1566 return;
1730 } 1567 }
1731 1568
1732 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1733 return; 1570 return;
1734 1571
1735 if (item->type == WAND) 1572 if (item->type == WAND)
1736 { 1573 {
1737 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1742 return; 1579 return;
1743 } 1580 }
1744 } 1581 }
1745 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1746 { 1583 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1585
1749 // using the maximum of the rods charge allows at least one spell cast 1586 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1587 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1589 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1754 1591
1755 if (item->type == ROD) 1592 if (item->type == ROD)
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1598 }
1762 } 1599 }
1763 1600
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1602 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1767 if (item->type == WAND) 1605 if (item->type == WAND)
1768 { 1606 {
1769 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1770 { 1608 {
1771 object *tmp; 1609 object *tmp;
1787} 1625}
1788 1626
1789/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1790 */ 1628 */
1791bool 1629bool
1792fire (object *op, int dir) 1630fire (object *who, int dir)
1793{ 1631{
1794 int spellcost = 0; 1632 int spellcost = 0;
1795 1633
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1634 player *pl = who->contr;
1801 1635
1802 if (pl->golem) 1636 if (pl->golem)
1803 { 1637 {
1804 control_golem (op->contr->golem, dir); 1638 control_golem (who->contr->golem, dir);
1805 return false; 1639 return false;
1806 } 1640 }
1807 1641
1808 object *ob = pl->ranged_ob; 1642 object *ob = pl->ranged_ob;
1809 1643
1810 if (!ob) 1644 if (!ob)
1811 return false; 1645 return false;
1812 1646
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1647 if (who->speed_left > 0.f)
1817 --op->speed_left; 1648 --who->speed_left;
1818 else 1649 else
1819 return false; 1650 return false;
1820 1651
1652 if (!who->apply (ob))
1653 return false;
1654
1655 /* check for loss of invisiblity/hide */
1656 if (action_makes_visible (who))
1657 make_visible (who);
1658
1821 switch (ob->type) 1659 switch (ob->type)
1822 { 1660 {
1823 case BOW: 1661 case BOW:
1824 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1825 break; 1663 break;
1826 1664
1827 case SPELL: 1665 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1667 break;
1830 1668
1831 case BUILDER: 1669 case BUILDER:
1832 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1833 break; 1671 break;
1834 1672
1835 case SKILL: 1673 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1837 break; 1675 break;
1838 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1839 default: 1681 default:
1840 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1841 break; 1683 break;
1842 } 1684 }
1843 1685
1844 return true; 1686 return true;
1845} 1687}
1846 1688
1847/* find_key 1689static object *
1848 * We try to find a key for the door as passed. If we find a key
1849 * and successfully use it, we return the key, otherwise NULL
1850 * This function merges both normal and locked door, since the logic
1851 * for both is the same - just the specific key is different.
1852 * pl is the player,
1853 * inv is the objects inventory to searched
1854 * door is the door we are trying to match against.
1855 * This function can be called recursively to search containers.
1856 */
1857object *
1858find_key (object *pl, object *container, object *door) 1690find_key_ (object *pl, object *container, object *door)
1859{ 1691{
1860 object *tmp, *key; 1692 object *tmp, *key;
1861 1693
1862 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1695 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1700 {
1869 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1702 break;
1703
1871 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1873 */ 1706 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1708 break;
1881 * a key, return 1714 * a key, return
1882 */ 1715 */
1883 if (!tmp) 1716 if (!tmp)
1884 { 1717 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1722 return key;
1892 }
1893 }
1894 1723
1895 if (!tmp) 1724 if (!tmp)
1896 return NULL; 1725 return 0;
1897 } 1726 }
1898 1727
1899 /* We get down here if we have found a key. Now if its in a container, 1728 /* 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 1729 * see if we actually want to use it
1901 */ 1730 */
1902 if (pl != container) 1731 if (pl != container)
1903 { 1732 {
1904 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1905 if (!pl->contr) 1734 if (!pl->contr)
1906 return NULL; 1735 return 0;
1736
1907 /* cases where this fails: 1737 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1739 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1911 * containers can be used. 1741 * containers can be used.
1915 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1916 * 1746 *
1917 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1918 * all the others. 1748 * all the others.
1919 */ 1749 */
1920 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1753 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 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)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1756 return NULL;
1927 } 1757 }
1928 } 1758 }
1929 1759
1930 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1931} 1786}
1932 1787
1933/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
1986 */ 1841 */
1987bool 1842bool
1988move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
1989{ 1844{
1990 int on_battleground; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1846 {
1847 --op->speed_left;
1848 return true;
1849 }
1991 1850
1992 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
1994 1853
1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny)) 1854 if (out_of_map (op->map, nx, ny))
1998 return false; 1855 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 1856
2006 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * player. This is a pretty nasty hack, because if we could
2069 --op->speed_left; 1920 --op->speed_left;
2070 1921
2071 op->play_sound (sound_find ("push_player")); 1922 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1923 push_ob (mon, dir, op);
2073 1924
2074 if (op->contr->tmp_invis || op->hide) 1925 if (action_makes_visible (op))
2075 make_visible (op); 1926 make_visible (op);
2076 1927
2077 return true; 1928 return true;
2078 } 1929 }
2079 else 1930 else
2080 return false; 1931 return false;
2081 } 1932 }
1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1935
2083 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1939 * attack them either.
2101 push_ob (mon, dir, op); 1954 push_ob (mon, dir, op);
2102 } 1955 }
2103 else 1956 else
2104 op->statusmsg ("You withhold your attack"); 1957 op->statusmsg ("You withhold your attack");
2105 1958
2106 if (op->contr->tmp_invis || op->hide) 1959 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1960 make_visible (op);
2108 1961
2109 return true; 1962 return true;
2110 } 1963 }
2111 } 1964 }
2151} 2004}
2152 2005
2153bool 2006bool
2154move_player (object *op, int dir) 2007move_player (object *op, int dir)
2155{ 2008{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2159 return 0; 2010 return 0;
2160 2011
2161 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2163 { 2014 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2016 return 0;
2166 } 2017 }
2167 2018
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2022
2172 op->facing = dir; 2023 op->facing = dir;
2173 2024
2174 if (op->hide) 2025 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2026 do_hidden_move (op);
2176 2027
2177 bool retval; 2028 bool retval;
2029 int pick = 0;
2178 2030
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2032 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2034 retval = fire (op, dir);
2239 return move_player (op, op->direction); 2091 return move_player (op, op->direction);
2240 2092
2241 return false; 2093 return false;
2242} 2094}
2243 2095
2244int 2096static int
2245save_life (object *op) 2097save_life (object *op)
2246{ 2098{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2248 return 0; 2100 return 0;
2249 2101
2258 2110
2259 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2261 2113
2262 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2263 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2264 2116
2265 op->update_stats (); 2117 op->update_stats ();
2266 return 1; 2118 return 1;
2267 } 2119 }
2268 2120
2296void 2148void
2297object::drop_unpaid_items () 2149object::drop_unpaid_items ()
2298{ 2150{
2299 if (!flag [FLAG_REMOVED]) 2151 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2152 ::drop_unpaid_items (inv, this);
2301}
2302
2303/*
2304 * Returns pointer a static string containing gravestone text
2305 * Moved from apply.c to player.c - player.c is what
2306 * actually uses this function. player.c may not be quite the
2307 * best, a misc file for object actions is probably better,
2308 * but there isn't one in the server directory.
2309 */
2310const char *
2311gravestone_text (object *op)
2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2331 static char buf2[128];
2332 time_t now = time (NULL);
2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334 buf << buf2;
2335 }
2336
2337 return buf;
2338} 2153}
2339 2154
2340void 2155void
2341do_some_living (object *op) 2156do_some_living (object *op)
2342{ 2157{
2497 { 2312 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2314
2500 if (over_hp > 0) 2315 if (over_hp > 0)
2501 { 2316 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2318 op->last_heal = 0;
2504 } 2319 }
2505 else 2320 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2322 }
2534 2349
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2351 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2352 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2354 op->apply (tmp);
2540 2355
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2357 break;
2543 } 2358 }
2544 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2550 */ 2365 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2367 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2368 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2556 } 2371 }
2557 2372
2558 // If player is still starving, alert him! 2373 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2375 op->failmsg ("You are starving! "
2563 2378
2564 if (op->stats.food < 0) 2379 if (op->stats.food < 0)
2565 { 2380 {
2566 op->stats.hp += op->stats.food; 2381 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2382 op->stats.food = 0;
2383
2384 if (op->stats.hp < 0)
2385 {
2386 op->contr->killer = archetype::get ("killer_starvation");
2387 op->contr->killer->destroy ();
2568 } 2388 }
2389 }
2569 2390
2391 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op); 2393 kill_player (op);
2572 } 2394 }
2573} 2395}
2574 2396
2579 */ 2401 */
2580void 2402void
2581kill_player (object *op) 2403kill_player (object *op)
2582{ 2404{
2583 int x, y; 2405 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2406 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2407 int will_kill_again;
2587 archetype *at; 2408 archetype *at;
2588 object *tmp; 2409 object *tmp;
2589 2410
2590 if (save_life (op)) 2411 if (save_life (op))
2591 return; 2412 return;
2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2592 2449
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2453 */
2597 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2598 { 2455 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 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 2457
2622 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2460
2625 tmp->name = format ("%s's finger" , &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2463 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title, 2465 &op->name, op->contr->title,
2630 (int)op->level, 2466 (int)op->level,
2631 op->contr->killer_name () 2467 op->contr->killer_name ()
2632 ); 2468 );
2633 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2636 }
2637 2472
2638 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2478 return;
2642 } 2479 }
2643 2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2483
2644 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2645 2485
2646 command_kill_pets (op, 0); 2486 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 2487
2654 op->contr->play_sound (sound_find ("player_dies")); 2488 op->contr->play_sound (sound_find ("player_dies"));
2655 2489
2656 /* save the map location for corpse, gravestone */ 2490 /* save the map location for corpse, gravestone */
2657 x = op->x; 2491 x = op->x;
2687 2521
2688 lost_a_stat = 0; 2522 lost_a_stat = 0;
2689 2523
2690 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2691 { 2525 {
2692 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2693 2527
2694 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2695 { 2529 {
2696 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2531 * what he lost.
2704 lost_a_stat = 1; 2538 lost_a_stat = 1;
2705 } 2539 }
2706 else 2540 else
2707 { 2541 {
2708 /* deplete a stat */ 2542 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2544 object *dep;
2711 2545
2712 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2547 if (!dep)
2714 { 2548 {
2715 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2717 } 2551 }
2718 lose_this_stat = 1; 2552 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2720 { 2554 {
2748 } 2582 }
2749 } 2583 }
2750 2584
2751 if (lose_this_stat) 2585 if (lose_this_stat)
2752 { 2586 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2592 * difference.
2772 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2607 if (!lost_a_stat)
2774 { 2608 {
2775 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2778 2612
2779 if (god && (strcmp (god, "none"))) 2613 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); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2615 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2617 }
2784#else 2618#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2620#endif
2787 2621
2788 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2623 * exp loss on the stone.
2790 */ 2624 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2627 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 ()); 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2629 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2630 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2632
2798 /**************************************/ 2633 /**************************************/
2799 /* */ 2634 /* */
2800 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2636 /* */
2804 /**************************************/ 2637 /**************************************/
2805 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2640 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 2641
2849 /* 2642 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2644 * and put them back in the map.
2852 */ 2645 */
2887 if (will_kill_again & (1 << at)) 2680 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2681 force->resist[at] = 100;
2889 2682
2890 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2684 op->update_stats ();
2892
2893 } 2685 }
2894 2686
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2688}
2897 2689
2898void 2690static void
2899loot_object (object *op) 2691loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2902 2694
2903 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2934 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2728 * was changed.
2937 */ 2729 */
2938void 2730void
2939fix_weight (void) 2731fix_weight ()
2940{ 2732{
2941 for_all_players (pl) 2733 for_all_players (pl)
2942 { 2734 {
2943 sint32 old = pl->ob->carrying; 2735 sint32 old = pl->ob->carrying;
2944 2736
2951 } 2743 }
2952 } 2744 }
2953} 2745}
2954 2746
2955void 2747void
2956fix_luck (void) 2748fix_luck ()
2957{ 2749{
2958 for_all_players (pl) 2750 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
2961} 2753}
2998} 2790}
2999 2791
3000void 2792void
3001make_visible (object *op) 2793make_visible (object *op)
3002{ 2794{
3003 op->hide = 0; 2795 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2796 op->invisible = 0;
3005 2797
3006 if (op->type == PLAYER) 2798 if (op->type == PLAYER)
3007 { 2799 {
3008 op->contr->tmp_invis = 0; 2800 op->contr->tmp_invis = 0;
3033 2825
3034 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3035 return 0; 2827 return 0;
3036 2828
3037 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3039 2831
3040 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3045 2837
3046 /* scan through all nearby squares for terrain to hide in */ 2838 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2839 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2840 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3196 while (op) 2988 while (op)
3197 { 2989 {
3198 dx = rv.distance_x + op->arch->x; 2990 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2991 dy = rv.distance_y + op->arch->y;
3200 2992
3201 /* only the viewable area the player sees is updated by LOS 2993 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; 2994 return 1;
3209 2995
3210 op = op->more; 2996 op = op->more;
3211 }
3212
3213 return 0;
3214}
3215
3216/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222int
3223action_makes_visible (object *op)
3224{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 } 2997 }
3240 2998
3241 return 0; 2999 return 0;
3242} 3000}
3243 3001
3267 && tmp->name == shstr_battleground 3025 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3027 {
3270 /* before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3032 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3033 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3035
3280 return 1; 3036 return 1;
3281 }
3282 } 3037 }
3283 }
3284 3038
3285 if (x && y) 3039 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3041
3288 return 1; 3042 return 1;
3426 else 3180 else
3427 j = 1; 3181 j = 1;
3428 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3429 } 3183 }
3430 } 3184 }
3185
3431 strcat (buf, "."); 3186 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3188 }
3434 3189
3435 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3201 }
3447 else 3202 else
3448 { 3203 {
3449 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3207 who->insert (tmp);
3453 } 3208 }
3454} 3209}
3455 3210
3456/** 3211//-GPL
3457 * Unready an object for a player. This function does nothing if the object was
3458 * not readied.
3459 */
3460void
3461player_unready_range_ob (player *pl, object *ob)
3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3469 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0;
3471}
3472 3212
3473sint8 3213sint8
3474player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3475{ 3215{
3476 if (!ns) 3216 if (!ns)
3477 return 0; 3217 return LOS_BLOCKED;
3478 3218
3479 int dx, dy; 3219 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3221 return LOS_BLOCKED;
3482 3222
3483 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3485 3225
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]; 3226 return blocked_los (x, y);
3490} 3227}
3491 3228
3492void 3229void
3493player::infobox (const char *title, const char *msg, int color) 3230player::infobox (const char *title, const char *msg, int color)
3494{ 3231{

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