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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 1.267 by root, Wed Apr 7 18:35:56 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;
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
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
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 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} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
367 { 239 {
368 ob->destroy_inv (false); 240 ob->destroy_inv (false);
369 ob->destroy (); 241 ob->destroy ();
370 } 242 }
371 243
372 ob = observe = 0; 244 ob = observe = viewpoint = 0;
373} 245}
374 246
375player::~player () 247player::~player ()
376{ 248{
377 /* Clear item stack */ 249 /* Clear item stack */
378 free (stack_items); 250 free (stack_items);
251}
252
253/*
254 * get_player_archetype() return next player archetype from archetype
255 * list. Not very efficient routine, but used only creating new players.
256 * Note: there MUST be at least one player archetype!
257 */
258static archetype *
259get_player_archetype (archetype *at)
260{
261 // archetypes could have been reloaded
262 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
263
264 if (!nat)
265 return at;
266
267 archvec::iterator i = archetypes.find (nat);
268
269 for (;;)
270 {
271 if (++i == archetypes.end ())
272 i = archetypes.begin ();
273 else if (*i == at)
274 cleanup ("not a single player archetype found");
275
276 if ((*i)->type == PLAYER)
277 return *i;
278 }
379} 279}
380 280
381/* Tries to add player on the connection passed in ns. 281/* 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 282 * All we can really get in this is some settings like host and display
383 * mode. 283 * mode.
385player * 285player *
386player::create () 286player::create ()
387{ 287{
388 player *pl = new player; 288 player *pl = new player;
389 289
390 pl->set_object (arch_to_object (get_player_archetype (0))); 290 pl->set_object (get_player_archetype (0)->instance ());
391 291
392 pl->ob->roll_stats (); 292 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 293 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 294 pl->ob->run_away = 25; /* Then we panick... */
395 295
396 set_first_map (pl->ob); 296 set_first_map (pl->ob);
397 297
398 return pl; 298 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} 299}
428 300
429object * 301object *
430get_nearest_player (object *mon) 302get_nearest_player (object *mon)
431{ 303{
671 op->destroy (); 543 op->destroy ();
672 continue; 544 continue;
673 } 545 }
674 } 546 }
675 547
676 /* This really needs to be better - we should really give 548 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 549 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 550 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 551 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 552 if (op->type == SKILL)
683 { 553 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 554 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 555 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 556 {
692 op->destroy (); 557 op->destroy ();
558 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 559 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 560 break;
695 } 561 }
696 562
697 if (op->nrof > 1) 563 if (op->nrof > 1)
698 op->nrof = 1; 564 op->nrof = 1;
699 } 565 }
700 566
726 else /* lock all 'normal items by default */ 592 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 593 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 594 } /* for loop of objects in player inv */
729 595
730 /* Need to set up the skill pointers */ 596 /* Need to set up the skill pointers */
731 link_player_skills (pl); 597 pl->contr->link_skills ();
732} 598}
733 599
734void 600void
735get_party_password (object *op, partylist *party) 601get_party_password (object *op, partylist *party)
736{ 602{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 612 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 613}
748 614
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 615/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 616static int
751roll_stat (void) 617roll_stat ()
752{ 618{
753 int a[4], i, j, k; 619 int a[4], i, j, k;
754 620
755 for (i = 0; i < 4; i++) 621 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 622 a[i] = (int) rndm (6) + 1;
853player::chargen_race_done () 719player::chargen_race_done ()
854{ 720{
855 /* this must before then initial items are given */ 721 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 722 esrv_new_player (ob->contr);
857 723
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 724 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 725 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 726 create_treasure (tl, ob, 0, 0, 0);
861 727
862 INVOKE_PLAYER (BIRTH, ob->contr); 728 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 729 INVOKE_PLAYER (LOGIN, ob->contr);
868 ob->msg = 0; 734 ob->msg = 0;
869 735
870 start_info (ob); 736 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 737 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 738 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 739 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 740 ob->update_stats ();
876 741
877 /* This moves the player to a different start map, if there 742 /* This moves the player to a different start map, if there
878 * is one for this race 743 * is one for this race
917 ob->stats.hp = ob->stats.maxhp; 782 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 783 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 784 ob->stats.grace = 0;
920} 785}
921 786
922void 787static void
923flee_player (object *op) 788flee_player (object *op)
924{ 789{
925 int dir, diff; 790 int dir, diff;
926 rv_vector rv; 791 rv_vector rv;
927 792
930 LOG (llevDebug, "Fleeing player is dead.\n"); 795 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 796 CLEAR_FLAG (op, FLAG_SCARED);
932 return; 797 return;
933 } 798 }
934 799
935 if (op->enemy == NULL) 800 if (!op->enemy)
936 { 801 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 802 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 803 CLEAR_FLAG (op, FLAG_SCARED);
939 return; 804 return;
940 } 805 }
941 806
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)) 807 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 { 808 {
955 op->enemy = NULL; 809 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED); 810 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 811 return;
960 get_rangevector (op, op->enemy, &rv, 0); 814 get_rangevector (op, op->enemy, &rv, 0);
961 815
962 dir = absdir (4 + rv.direction); 816 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 817 for (diff = 0; diff < 3; diff++)
964 { 818 {
965 int m = 1 - (RANDOM () & 2); 819 int m = 1 - rndm (2) * 2;
966 820
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 822 return;
969 } 823 }
970 824
971 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
981check_pick (object *op) 835check_pick (object *op)
982{ 836{
983 object *tmp, *next; 837 object *tmp, *next;
984 int stop = 0; 838 int stop = 0;
985 int wvratio; 839 int wvratio;
986 char putstring[128];
987 840
988 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
990 return 1; 843 return 1;
991 844
992 next = op->below; 845 next = op->below;
993 846
994 int cnt = MAX_ITEM_PER_DROP; 847 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 848#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 849
997 /* loop while there are items on the floor that are not marked as 850 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 851 * destroyed */
999 while (next && !next->destroyed ()) 852 while (next && !next->destroyed ())
1015 868
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 869 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 870 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 871 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 872 CHK_PICK_PICKUP;
873
1020 continue; 874 continue;
1021 } 875 }
1022 876
1023 /* high not bit set? We're using the old autopickup model */ 877 /* pickup handling */
878 if (op->contr->mode & PU_DEBUG)
879 {
880 /* some debugging code to figure out item information */
881 const char *str = tmp->name
882 ? format ("item name: %s item type: %d weight/value: %d",
883 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
884 : format ("item name: %s item type: %d weight/value: %d",
885 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
886
887 new_draw_info (NDI_UNIQUE, 0, op, str);
888 }
889
890 if (op->contr->mode & PU_INHIBIT)
891 return 1;
892
893 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
894 return 1;
895
896 /* philosophy:
897 * It's easy to grab an item type from a pile, as long as it's
898 * generic. This takes no game-time. For more detailed pickups
899 * and selections, select-items should be used. This is a
900 * grab-as-you-run type mode that's really useful for arrows for
901 * example.
902 * The drawback: right now it has no frontend, so you need to
903 * stick the bits you want into a calculator in hex mode and then
904 * convert to decimal and then 'pickup <#>
905 */
906
907 /* the first two modes are exclusive: if NOTHING we return, if
908 * STOP then we stop. All the rest are applied sequentially,
909 * meaning if any test passes, the item gets picked up. */
910
911 /* if mode is set to pick nothing up, return */
912 if (op->contr->mode == PU_NOTHING)
913 return 1;
914
915 /* if mode is set to stop when encountering objects, return */
916 /* take STOP before INHIBIT since it doesn't actually pick
917 * anything up */
918 if (op->contr->mode & PU_STOP)
919 return 0;
920
921 /* useful for going into stores and not losing your settings... */
922 /* and for battles wher you don't want to get loaded down while
923 * fighting */
924 if (op->contr->mode & PU_INHIBIT)
925 return 1;
926
927 /* prevent us from turning into auto-thieves :) */
928 if (QUERY_FLAG (tmp, FLAG_UNPAID))
929 continue;
930
931 /* ignore known cursed objects */
932 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
933 continue;
934
935 /* all food and drink if desired */
936 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 937 if (op->contr->mode & PU_FOOD)
938 if (tmp->type == FOOD)
1025 { 939 {
1026 switch (op->contr->mode) 940 CHK_PICK_PICKUP;
941 continue;
942 }
943
944 if (op->contr->mode & PU_DRINK)
945 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_POTION)
952 if (tmp->type == POTION)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 /* spellbooks, skillscrolls and normal books/scrolls */
959 if (op->contr->mode & PU_SPELLBOOK)
960 if (tmp->type == SPELLBOOK)
961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_SKILLSCROLL)
967 if (tmp->type == SKILLSCROLL)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_READABLES)
974 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* wands/staves/rods/horns */
981 if (op->contr->mode & PU_MAGIC_DEVICE)
982 if (tmp->type == WAND
983 || tmp->type == ROD
984 || tmp->type == HORN
985 || tmp->type == POWER_CRYSTAL)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 /* pick up all magical items */
992 if (op->contr->mode & PU_MAGICAL)
993 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
994 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
999
1000 if (op->contr->mode & PU_VALUABLES)
1001 {
1002 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1003 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1004 CHK_PICK_PICKUP;
1032 return 1; 1005 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 } 1006 }
1062 } 1007 }
1063 else 1008
1064 { /* old model */ 1009 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1010 if (op->contr->mode & PU_JEWELS)
1011 if (tmp->type == RING
1012 || tmp->type == AMULET
1013 || tmp->type == GIRDLE
1014 || tmp->type == SKILL_TOOL)
1067 { 1015 {
1068 /* some debugging code to figure out item information */ 1016 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; 1017 continue;
1018 }
1115 1019
1116 /* ignore known cursed objects */ 1020 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1021 if (op->contr->mode & PU_FLESH)
1022 if (tmp->type == FLESH)
1023 {
1024 CHK_PICK_PICKUP;
1118 continue; 1025 continue;
1026 }
1119 1027
1120 /* all food and drink if desired */ 1028 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1029 if (op->contr->mode & PU_BOW)
1030 if (tmp->type == BOW)
1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 if (op->contr->mode & PU_ARROW)
1037 if (tmp->type == ARROW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 /* all kinds of armor etc. */
1044 if (op->contr->mode & PU_ARMOUR)
1045 if (tmp->type == ARMOUR)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 if (op->contr->mode & PU_HELMET)
1052 if (tmp->type == HELMET)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_SHIELD)
1059 if (tmp->type == SHIELD)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1122 if (op->contr->mode & PU_FOOD) 1065 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1066 if (tmp->type == BOOTS)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1072 if (op->contr->mode & PU_GLOVES)
1073 if (tmp->type == GLOVES || tmp->type == BRACERS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_CLOAK)
1080 if (tmp->type == CLOAK)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* hoping to catch throwing daggers here */
1087 if (op->contr->mode & PU_MISSILEWEAPON)
1088 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* careful: chairs and tables are weapons! */
1095 if (op->contr->mode & PU_ALLWEAPON)
1096 {
1097 if (tmp->type == WEAPON)
1098 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1099 {
1125 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1126 continue; 1101 continue;
1127 } 1102 }
1103 }
1128 1104
1105 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1106 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1107 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1108 {
1132 CHK_PICK_PICKUP; 1109 CHK_PICK_PICKUP;
1133 continue; 1110 continue;
1134 } 1111 }
1135 1112
1113 /* any of the last 4 bits set means we use the ratio for value
1114 * pickups */
1136 if (op->contr->mode & PU_POTION) 1115 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1116 {
1117 /* use value density to decide what else to grab */
1118 /* >=7 was >= op->contr->mode */
1119 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1120 */
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) 1121 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1122 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 { 1123 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1124#if 0
1125 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1126 if (tmp->name != NULL)
1184 { 1127 {
1185 CHK_PICK_PICKUP; 1128 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1129 }
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 1130 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1131 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1132 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1134#endif
1135 CHK_PICK_PICKUP;
1326 continue; 1136 continue;
1327 }
1328 } 1137 }
1329 } /* the new pickup model */ 1138 } /* the new pickup model */
1330 } 1139 }
1331 1140
1332 return !stop; 1141 return !stop;
1142}
1143
1144/* routine for both players and monsters. We call this when
1145 * there is a possibility for our action distrubing our hiding
1146 * place or invisiblity spell. Artefact invisiblity causes
1147 * "noise" instead. If we arent invisible to begin with, we
1148 * return 0.
1149 */
1150static int
1151action_makes_visible (object *op)
1152{
1153 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1154 {
1155 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1156 {
1157 // artefact invisibility is permanent, but we still make noise
1158 // this is important for game-balance.
1159 if (op->contr)
1160 op->make_noise ();
1161
1162 return 0;
1163 }
1164
1165 if (op->contr && op->contr->tmp_invis == 0)
1166 return 0;
1167
1168 /* If monsters, they should become visible */
1169 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1172 return 1;
1173 }
1174 }
1175
1176 return 0;
1333} 1177}
1334 1178
1335/* 1179/*
1336 * Find an arrow in the inventory and after that 1180 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1181 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1182 * found object is returned.
1339 */ 1183 */
1340object * 1184static object *
1341find_arrow (object *op, const char *type) 1185find_arrow (object *op, const char *type)
1342{ 1186{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1188 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1189 return splay (tmp);
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1203 * 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 1204 * 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 1205 * 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. 1206 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1207 */
1364object * 1208static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1209find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1210{
1367 object *tmp = NULL, *arrow, *ntmp; 1211 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1212 int attacknum, attacktype, betterby = 0, i;
1369 1213
1370 if (!type) 1214 if (!type)
1374 { 1218 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1219 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 { 1220 {
1377 i = 0; 1221 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1222 ntmp = find_better_arrow (arrow, target, type, &i);
1223
1379 if (i > betterby) 1224 if (i > betterby)
1380 { 1225 {
1381 tmp = ntmp; 1226 tmp = ntmp;
1382 betterby = i; 1227 betterby = i;
1383 } 1228 }
1384 } 1229 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1230 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1231 {
1387 /* allways prefer assasination/slaying */ 1232 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1233 if (target->race && arrow->slaying.contains (target->race))
1389 { 1234 {
1390 if (arrow->attacktype & AT_DEATH) 1235 if (arrow->attacktype & AT_DEATH)
1391 { 1236 {
1392 *better = 100; 1237 *better = 100;
1393 return arrow; 1238 return arrow;
1408 { 1253 {
1409 tmp = arrow; 1254 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1255 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1256 }
1412 } 1257 }
1258
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1259 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1260 {
1415 tmp = arrow; 1261 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1262 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1263 }
1264
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1265 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1266 {
1420 tmp = arrow; 1267 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1268 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1269 }
1435 * find_better_arrow to find a decent arrow to use. 1282 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1283 * op = the shooter
1437 * type = bow->race 1284 * type = bow->race
1438 * dir = fire direction 1285 * dir = fire direction
1439 */ 1286 */
1440object * 1287static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1288pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1289{
1443 object *tmp = NULL; 1290 object *tmp = NULL;
1444 maptile *m; 1291 maptile *m;
1445 int i, mflags, found, number; 1292 int i, mflags, found, number;
1446 sint16 x, y; 1293 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1308 for (i = 0, found = 0; i < 20; i++)
1462 { 1309 {
1463 x += freearr_x[dir]; 1310 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1311 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1312 mflags = get_map_flags (m, &m, x, y, &x, &y);
1313
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1314 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1315 {
1468 tmp = NULL; 1316 tmp = 0;
1469 break; 1317 break;
1470 } 1318 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1319 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1320 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1321 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1322 * perhaps a bad assumption.
1475 */ 1323 */
1476 tmp = NULL; 1324 tmp = 0;
1477 break; 1325 break;
1478 } 1326 }
1327
1479 if (mflags & P_IS_ALIVE) 1328 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1329 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1331 break;
1489 }
1490 } 1332 }
1491 if (tmp == NULL) 1333
1334 if (!tmp)
1492 return find_arrow (op, type); 1335 return find_arrow (op, type);
1493 1336
1494 if (tmp->head) 1337 if (tmp->head)
1495 tmp = tmp->head; 1338 tmp = tmp->head;
1496 1339
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1379 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1380 return 0;
1538 } 1381 }
1539 1382
1540 // optimisation: move object to top so we will find it quickly again 1383 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1384 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1385 }
1548 1386
1549 if (!bow->race || !bow->skill) 1387 if (!bow->race || !bow->skill)
1550 { 1388 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 } 1415 }
1578 1416
1579 /* this should not happen, but sometimes does */ 1417 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1418 if (arrow->nrof == 0)
1581 { 1419 {
1420 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1421 arrow->destroy ();
1583 return 0; 1422 return 0;
1584 } 1423 }
1585 1424
1586 left = arrow; /* these are arrows left to the player */ 1425 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1435 arrow->direction = dir;
1597 1436
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1437 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1438 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1439 arrow->stats.grace = arrow->attacktype;
1601 1440 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1441
1605#if 0 1442#if 0
1606 if (player *pl = op->contr) 1443 if (player *pl = op->contr)
1607 { 1444 {
1608 float speed = pl->weapon_sp; 1445 float speed = pl->weapon_sp;
1670 * but monsters can't. Putting that code here 1507 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1508 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1509 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1510 * hence the function name.
1674 */ 1511 */
1675int 1512static int
1676player_fire_bow (object *op, int dir) 1513player_fire_bow (object *op, int dir)
1677{ 1514{
1678 int ret = 0, wcmod = 0; 1515 int ret;
1679 1516
1680 if (op->contr->bowtype == bow_bestarrow) 1517 if (op->contr->bowtype == bow_bestarrow)
1681 { 1518 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1520 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1521 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1522 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1523 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); 1524 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1525 }
1691 else if (op->contr->bowtype == bow_threewide) 1526 else if (op->contr->bowtype == bow_threewide)
1692 { 1527 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1528 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)]); 1529 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)]); 1530 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1531 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1532 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1533 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 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); 1535 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); 1536 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1537 }
1703 else 1538 else
1704 { 1539 {
1710} 1545}
1711 1546
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1547/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1548 * Broken apart from 'fire' to keep it more readable.
1714 */ 1549 */
1715void 1550static void
1716fire_misc_object (object *op, int dir) 1551fire_misc_object (object *op, int dir)
1717{ 1552{
1718 object *item = op->contr->ranged_ob; 1553 object *item = op->contr->ranged_ob;
1719 1554
1720 if (!item) 1555 if (!item)
1727 { 1562 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1564 return;
1730 } 1565 }
1731 1566
1732 if (!op->change_weapon (item)) 1567 if (!op->apply (item))
1733 return; 1568 return;
1734 1569
1735 if (item->type == WAND) 1570 if (item->type == WAND)
1736 { 1571 {
1737 if (item->stats.food <= 0) 1572 if (item->stats.food <= 0)
1742 return; 1577 return;
1743 } 1578 }
1744 } 1579 }
1745 else if (item->type == ROD || item->type == HORN) 1580 else if (item->type == ROD || item->type == HORN)
1746 { 1581 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1582 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1583
1749 // using the maximum of the rods charge allows at least one spell cast 1584 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1585 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1586 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1587 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1588 op->contr->play_sound (sound_find ("wand_poof"));
1754 1589
1755 if (item->type == ROD) 1590 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)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1596 }
1762 } 1597 }
1763 1598
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1599 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1600 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1601 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1602
1767 if (item->type == WAND) 1603 if (item->type == WAND)
1768 { 1604 {
1769 if (!(--item->stats.food)) 1605 if (!(--item->stats.food))
1770 { 1606 {
1771 object *tmp; 1607 object *tmp;
1787} 1623}
1788 1624
1789/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1790 */ 1626 */
1791bool 1627bool
1792fire (object *op, int dir) 1628fire (object *who, int dir)
1793{ 1629{
1794 int spellcost = 0; 1630 int spellcost = 0;
1795 1631
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1632 player *pl = who->contr;
1801 1633
1802 if (pl->golem) 1634 if (pl->golem)
1803 { 1635 {
1804 control_golem (op->contr->golem, dir); 1636 control_golem (who->contr->golem, dir);
1805 return false; 1637 return false;
1806 } 1638 }
1807 1639
1808 object *ob = pl->ranged_ob; 1640 object *ob = pl->ranged_ob;
1809 1641
1810 if (!ob) 1642 if (!ob)
1811 return false; 1643 return false;
1812 1644
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1645 if (who->speed_left > 0.f)
1817 --op->speed_left; 1646 --who->speed_left;
1818 else 1647 else
1819 return false; 1648 return false;
1820 1649
1650 if (!who->apply (ob))
1651 return false;
1652
1653 /* check for loss of invisiblity/hide */
1654 if (action_makes_visible (who))
1655 make_visible (who);
1656
1821 switch (ob->type) 1657 switch (ob->type)
1822 { 1658 {
1823 case BOW: 1659 case BOW:
1824 player_fire_bow (op, dir); 1660 player_fire_bow (who, dir);
1825 break; 1661 break;
1826 1662
1827 case SPELL: 1663 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1665 break;
1830 1666
1831 case BUILDER: 1667 case BUILDER:
1832 apply_map_builder (op, dir); 1668 apply_map_builder (who, dir);
1833 break; 1669 break;
1834 1670
1835 case SKILL: 1671 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1672 do_skill (who, who, ob, dir, 0);
1837 break; 1673 break;
1838 1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1839 default: 1679 default:
1840 fire_misc_object (op, dir); 1680 fire_misc_object (who, dir);
1841 break; 1681 break;
1842 } 1682 }
1843 1683
1844 return true; 1684 return true;
1845} 1685}
1846 1686
1847/* find_key 1687static 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) 1688find_key_ (object *pl, object *container, object *door)
1859{ 1689{
1860 object *tmp, *key; 1690 object *tmp, *key;
1861 1691
1862 /* Should not happen, but sanity checking is never bad */ 1692 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1693 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1696 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1697 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1698 {
1869 if (door->type == DOOR && tmp->type == KEY) 1699 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1700 break;
1701
1871 /* For sanity, we should really check door type, but other stuff 1702 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1703 * (like containers) can be locked with special keys
1873 */ 1704 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1705 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1706 break;
1881 * a key, return 1712 * a key, return
1882 */ 1713 */
1883 if (!tmp) 1714 if (!tmp)
1884 { 1715 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1717 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1718 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1719 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1720 return key;
1892 }
1893 }
1894 1721
1895 if (!tmp) 1722 if (!tmp)
1896 return NULL; 1723 return 0;
1897 } 1724 }
1898 1725
1899 /* We get down here if we have found a key. Now if its in a container, 1726 /* 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 1727 * see if we actually want to use it
1901 */ 1728 */
1902 if (pl != container) 1729 if (pl != container)
1903 { 1730 {
1904 /* Only let players use keys in containers */ 1731 /* Only let players use keys in containers */
1905 if (!pl->contr) 1732 if (!pl->contr)
1906 return NULL; 1733 return 0;
1734
1907 /* cases where this fails: 1735 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1736 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1737 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1738 * If the container is not active, return now since only active
1911 * containers can be used. 1739 * containers can be used.
1915 * inv must have been an container and must have been active. 1743 * inv must have been an container and must have been active.
1916 * 1744 *
1917 * Change the color so that the message doesn't disappear with 1745 * Change the color so that the message doesn't disappear with
1918 * all the others. 1746 * all the others.
1919 */ 1747 */
1920 if (pl->contr->usekeys == key_inventory || 1748 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1749 || !QUERY_FLAG (container, FLAG_APPLIED)
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1750 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1751 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1752 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)); 1753 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1754 return NULL;
1927 } 1755 }
1928 } 1756 }
1929 1757
1930 return tmp; 1758 return tmp;
1759}
1760
1761/* find_key
1762 * We try to find a key for the door as passed. If we find a key
1763 * and successfully use it, we return the key, otherwise NULL
1764 * This function merges both normal and locked door, since the logic
1765 * for both is the same - just the specific key is different.
1766 * pl is the player,
1767 * inv is the objects inventory to searched
1768 * door is the door we are trying to match against.
1769 * This function can be called recursively to search containers.
1770 */
1771object *
1772find_key (object *pl, object *container, object *door)
1773{
1774 if (door->slaying && is_match_expr (door->slaying))
1775 {
1776 // for match expressions, we try to find the key by applying the match
1777 // to the op itself, which is supposed to find the "key", instead
1778 // of searching through containers ourselves.
1779
1780 return match_one (door->slaying, container, door, pl, pl);
1781 }
1782 else
1783 return find_key_ (pl, container, door);
1931} 1784}
1932 1785
1933/* moved door processing out of move_player_attack. 1786/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1787 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1788 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
1986 */ 1839 */
1987bool 1840bool
1988move_player_attack (object *op, int dir) 1841move_player_attack (object *op, int dir)
1989{ 1842{
1990 int on_battleground; 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1844 {
1845 --op->speed_left;
1846 return true;
1847 }
1991 1848
1992 sint16 nx = freearr_x[dir] + op->x; 1849 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1850 sint16 ny = freearr_y[dir] + op->y;
1994 1851
1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny)) 1852 if (out_of_map (op->map, nx, ny))
1998 return false; 1853 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 1854
2006 /* If braced, or can't move to the square, and it is not out of the 1855 /* 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 1856 * 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 1857 * 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 1858 * player. This is a pretty nasty hack, because if we could
2069 --op->speed_left; 1918 --op->speed_left;
2070 1919
2071 op->play_sound (sound_find ("push_player")); 1920 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1921 push_ob (mon, dir, op);
2073 1922
2074 if (op->contr->tmp_invis || op->hide) 1923 if (action_makes_visible (op))
2075 make_visible (op); 1924 make_visible (op);
2076 1925
2077 return true; 1926 return true;
2078 } 1927 }
2079 else 1928 else
2080 return false; 1929 return false;
2081 } 1930 }
1931
1932 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1933
2083 /* in certain circumstances, you shouldn't attack friendly 1934 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1935 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1936 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1937 * attack them either.
2101 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2102 } 1953 }
2103 else 1954 else
2104 op->statusmsg ("You withhold your attack"); 1955 op->statusmsg ("You withhold your attack");
2105 1956
2106 if (op->contr->tmp_invis || op->hide) 1957 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1958 make_visible (op);
2108 1959
2109 return true; 1960 return true;
2110 } 1961 }
2111 } 1962 }
2151} 2002}
2152 2003
2153bool 2004bool
2154move_player (object *op, int dir) 2005move_player (object *op, int dir)
2155{ 2006{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2007 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2159 return 0; 2008 return 0;
2160 2009
2161 /* Sanity check: make sure dir is valid */ 2010 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2011 if (dir < 0 || dir >= 9)
2163 { 2012 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2013 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2014 return 0;
2166 } 2015 }
2167 2016
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2018 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2019 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2020
2172 op->facing = dir; 2021 op->facing = dir;
2173 2022
2174 if (op->hide) 2023 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2024 do_hidden_move (op);
2176 2025
2177 bool retval; 2026 bool retval;
2027 int pick = 0;
2178 2028
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2029 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2030 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2031 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2032 retval = fire (op, dir);
2239 return move_player (op, op->direction); 2089 return move_player (op, op->direction);
2240 2090
2241 return false; 2091 return false;
2242} 2092}
2243 2093
2244int 2094static int
2245save_life (object *op) 2095save_life (object *op)
2246{ 2096{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2097 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2248 return 0; 2098 return 0;
2249 2099
2258 2108
2259 if (op->stats.hp < 0) 2109 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2261 2111
2262 if (op->stats.food < 0) 2112 if (op->stats.food < 0)
2263 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2264 2114
2265 op->update_stats (); 2115 op->update_stats ();
2266 return 1; 2116 return 1;
2267 } 2117 }
2268 2118
2296void 2146void
2297object::drop_unpaid_items () 2147object::drop_unpaid_items ()
2298{ 2148{
2299 if (!flag [FLAG_REMOVED]) 2149 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2150 ::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} 2151}
2339 2152
2340void 2153void
2341do_some_living (object *op) 2154do_some_living (object *op)
2342{ 2155{
2497 { 2310 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2311 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2312
2500 if (over_hp > 0) 2313 if (over_hp > 0)
2501 { 2314 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2315 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2316 op->last_heal = 0;
2504 } 2317 }
2505 else 2318 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2320 }
2534 2347
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2348 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2349 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2350 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.>"); 2351 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2352 op->apply (tmp);
2540 2353
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2355 break;
2543 } 2356 }
2544 else if (tmp->type == FLESH) 2357 else if (tmp->type == FLESH)
2550 */ 2363 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2364 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2365 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2366 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.>"); 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2368 op->apply (flesh);
2556 } 2369 }
2557 2370
2558 // If player is still starving, alert him! 2371 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2372 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2373 op->failmsg ("You are starving! "
2563 2376
2564 if (op->stats.food < 0) 2377 if (op->stats.food < 0)
2565 { 2378 {
2566 op->stats.hp += op->stats.food; 2379 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2380 op->stats.food = 0;
2381
2382 if (op->stats.hp < 0)
2383 {
2384 op->contr->killer = archetype::get ("killer_starvation");
2385 op->contr->killer->destroy ();
2568 } 2386 }
2387 }
2569 2388
2389 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2390 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op); 2391 kill_player (op);
2572 } 2392 }
2573} 2393}
2574 2394
2579 */ 2399 */
2580void 2400void
2581kill_player (object *op) 2401kill_player (object *op)
2582{ 2402{
2583 int x, y; 2403 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2404 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2405 int will_kill_again;
2587 archetype *at; 2406 archetype *at;
2588 object *tmp; 2407 object *tmp;
2589 2408
2590 if (save_life (op)) 2409 if (save_life (op))
2591 return; 2410 return;
2411
2412 dynbuf_text deathtab;
2413
2414 /* restore player */
2415 at = archetype::find (shstr_poisoning);
2416 if (object *tmp = present_arch_in_ob (at, op))
2417 {
2418 tmp->destroy ();
2419 deathtab << "Your body feels cleansed...\r";
2420 }
2421
2422 at = archetype::find (shstr_confusion);
2423 if (object *tmp = present_arch_in_ob (at, op))
2424 {
2425 tmp->destroy ();
2426 deathtab << "Your mind feels clearer...\r";
2427 }
2428
2429 cure_disease (op, 0, 0); /* remove any disease */
2430
2431 max_it (op->stats.hp , op->stats.maxhp);
2432 max_it (op->stats.sp , op->stats.maxsp);
2433 max_it (op->stats.grace, op->stats.maxgrace);
2434 max_it (op->stats.food , 200);
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2592 2447
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* 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. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2451 */
2597 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2598 { 2453 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 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 2455
2622 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2458
2625 tmp->name = format ("%s's finger" , &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2461 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2462 "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, 2463 &op->name, op->contr->title,
2630 (int)op->level, 2464 (int)op->level,
2631 op->contr->killer_name () 2465 op->contr->killer_name ()
2632 ); 2466 );
2633 tmp->value = 0, tmp->type = 0; 2467 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2468 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2469 tmp->insert_at (op, tmp);
2636 }
2637 2470
2638 /* teleport defeated player to new destination */ 2471 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2472 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2473 op->contr->braced = 0;
2474
2475 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2476 return;
2642 } 2477 }
2643 2478
2479 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2480 deathtab << "T<YOU HAVE DIED>\n\n";
2481
2644 INVOKE_PLAYER (DEATH, op->contr); 2482 INVOKE_PLAYER (DEATH, op->contr);
2645 2483
2646 command_kill_pets (op, 0); 2484 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 2485
2654 op->contr->play_sound (sound_find ("player_dies")); 2486 op->contr->play_sound (sound_find ("player_dies"));
2655 2487
2656 /* save the map location for corpse, gravestone */ 2488 /* save the map location for corpse, gravestone */
2657 x = op->x; 2489 x = op->x;
2687 2519
2688 lost_a_stat = 0; 2520 lost_a_stat = 0;
2689 2521
2690 for (z = 0; z < num_stats_lose; z++) 2522 for (z = 0; z < num_stats_lose; z++)
2691 { 2523 {
2692 i = RANDOM () % NUM_STATS; 2524 i = rndm (NUM_STATS);
2693 2525
2694 if (settings.stat_loss_on_death) 2526 if (settings.stat_loss_on_death)
2695 { 2527 {
2696 /* Pick a random stat and take a point off it. Tell the player 2528 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2529 * what he lost.
2704 lost_a_stat = 1; 2536 lost_a_stat = 1;
2705 } 2537 }
2706 else 2538 else
2707 { 2539 {
2708 /* deplete a stat */ 2540 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2541 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2542 object *dep;
2711 2543
2712 dep = present_arch_in_ob (deparch, op); 2544 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2545 if (!dep)
2714 { 2546 {
2715 dep = arch_to_object (deparch); 2547 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2548 insert_ob_in_ob (dep, op);
2717 } 2549 }
2718 lose_this_stat = 1; 2550 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2551 if (settings.balanced_stat_loss)
2720 { 2552 {
2748 } 2580 }
2749 } 2581 }
2750 2582
2751 if (lose_this_stat) 2583 if (lose_this_stat)
2752 { 2584 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2585 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2586 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2587 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2588 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2589 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2590 * difference.
2772 /* If no stat lost, tell the player. */ 2604 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2605 if (!lost_a_stat)
2774 { 2606 {
2775 /* determine_god() seems to not work sometimes... why is this? 2607 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2608 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2609 shstr_tmp god = determine_god (op);
2778 2610
2779 if (god && (strcmp (god, "none"))) 2611 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); 2612 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2613 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2615 }
2784#else 2616#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2617 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2618#endif
2787 2619
2788 /* Put a gravestone up where the character 'almost' died. List the 2620 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2621 * exp loss on the stone.
2790 */ 2622 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2623 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2624 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2625 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 ()); 2626 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2627 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2628 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2629 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2630
2798 /**************************************/ 2631 /**************************************/
2799 /* */ 2632 /* */
2800 /* Subtract the experience points, */ 2633 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2634 /* */
2804 /**************************************/ 2635 /**************************************/
2805 2636
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)); */ 2637 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2638 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 2639
2849 /* 2640 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2641 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2642 * and put them back in the map.
2852 */ 2643 */
2887 if (will_kill_again & (1 << at)) 2678 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2679 force->resist[at] = 100;
2889 2680
2890 insert_ob_in_ob (force, op); 2681 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2682 op->update_stats ();
2892
2893 } 2683 }
2894 2684
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2685 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2686}
2897 2687
2898void 2688static void
2899loot_object (object *op) 2689loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2690{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2691 object *tmp, *tmp2, *next;
2902 2692
2903 op->close_container (); /* close open sack first */ 2693 op->close_container (); /* close open sack first */
2934 * fix_weight(): Check recursively the weight of all players, and fix 2724 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2725 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2726 * was changed.
2937 */ 2727 */
2938void 2728void
2939fix_weight (void) 2729fix_weight ()
2940{ 2730{
2941 for_all_players (pl) 2731 for_all_players (pl)
2942 { 2732 {
2943 sint32 old = pl->ob->carrying; 2733 sint32 old = pl->ob->carrying;
2944 2734
2951 } 2741 }
2952 } 2742 }
2953} 2743}
2954 2744
2955void 2745void
2956fix_luck (void) 2746fix_luck ()
2957{ 2747{
2958 for_all_players (pl) 2748 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2749 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2750 pl->ob->change_luck (0);
2961} 2751}
2998} 2788}
2999 2789
3000void 2790void
3001make_visible (object *op) 2791make_visible (object *op)
3002{ 2792{
3003 op->hide = 0; 2793 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2794 op->invisible = 0;
3005 2795
3006 if (op->type == PLAYER) 2796 if (op->type == PLAYER)
3007 { 2797 {
3008 op->contr->tmp_invis = 0; 2798 op->contr->tmp_invis = 0;
3033 2823
3034 if (!ob || !ob->map) 2824 if (!ob || !ob->map)
3035 return 0; 2825 return 0;
3036 2826
3037 /* so, on normal lighted maps, its hard to hide */ 2827 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2828 level = ob->map->darklevel () - 2;
3039 2829
3040 /* this also picks up whether the object is glowing. 2830 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2831 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2832 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2833 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2834 level = -(10 + (2 * ob->map->darklevel ()));
3045 2835
3046 /* scan through all nearby squares for terrain to hide in */ 2836 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2837 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2838 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2839 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3196 while (op) 2986 while (op)
3197 { 2987 {
3198 dx = rv.distance_x + op->arch->x; 2988 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2989 dy = rv.distance_y + op->arch->y;
3200 2990
3201 /* only the viewable area the player sees is updated by LOS 2991 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; 2992 return 1;
3209 2993
3210 op = op->more; 2994 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 } 2995 }
3240 2996
3241 return 0; 2997 return 0;
3242} 2998}
3243 2999
3267 && tmp->name == shstr_battleground 3023 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3024 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3025 {
3270 /* before we assign the exit, check if this is a teambattle */ 3026 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3027 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3028 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3029 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3030 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3031 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3032 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3033
3280 return 1; 3034 return 1;
3281 }
3282 } 3035 }
3283 }
3284 3036
3285 if (x && y) 3037 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3038 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3039
3288 return 1; 3040 return 1;
3426 else 3178 else
3427 j = 1; 3179 j = 1;
3428 strcat (buf, spellpathnames[i]); 3180 strcat (buf, spellpathnames[i]);
3429 } 3181 }
3430 } 3182 }
3183
3431 strcat (buf, "."); 3184 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3186 }
3434 3187
3435 /* evtl. adding flags: */ 3188 /* evtl. adding flags: */
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3198 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3199 }
3447 else 3200 else
3448 { 3201 {
3449 /* generate misc. treasure */ 3202 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3203 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3204 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3205 who->insert (tmp);
3453 } 3206 }
3454} 3207}
3455 3208
3456/** 3209//-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 3210
3473sint8 3211sint8
3474player::visibility_at (maptile *map, int x, int y) const 3212player::darkness_at (maptile *map, int x, int y) const
3475{ 3213{
3476 if (!ns) 3214 if (!ns)
3477 return 0; 3215 return LOS_BLOCKED;
3478 3216
3479 int dx, dy; 3217 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3218 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3219 return LOS_BLOCKED;
3482 3220
3483 x += dx - ns->current_x + ns->mapx / 2; 3221 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3222 y += dy - ns->current_y;
3485 3223
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]; 3224 return blocked_los (x, y);
3490} 3225}
3491 3226
3492void 3227void
3493player::infobox (const char *title, const char *msg, int color) 3228player::infobox (const char *title, const char *msg, int color)
3494{ 3229{

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