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Comparing deliantra/server/server/player.C (file contents):
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC vs.
Revision 1.231 by root, Sat Oct 3 18:46:26 2009 UTC

210 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
211 211
212 ns->update_look = 0; 212 ns->update_look = 0;
213 ns->look_position = 0; 213 ns->look_position = 0;
214 214
215 clear_los (this); 215 clear_los ();
216 216
217 ns->reset_stats (); 217 ns->reset_stats ();
218 218
219 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
222 222
223 ob->update_weight (); 223 ob->update_weight ();
224 link_player_skills (ob); 224 link_skills ();
225 225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 227
228 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
229 229
673 op->destroy (); 673 op->destroy ();
674 continue; 674 continue;
675 } 675 }
676 } 676 }
677 677
678 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 681 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
685 { 683 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 686 {
694 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 690 break;
697 } 691 }
698 692
699 if (op->nrof > 1) 693 if (op->nrof > 1)
700 op->nrof = 1; 694 op->nrof = 1;
701 } 695 }
702 696
728 else /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
731 725
732 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
733 link_player_skills (pl); 727 pl->contr->link_skills ();
734} 728}
735 729
736void 730void
737get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
738{ 732{
870 ob->msg = 0; 864 ob->msg = 0;
871 865
872 start_info (ob); 866 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 868 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 869 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 870 ob->update_stats ();
878 871
879 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
880 * is one for this race 873 * is one for this race
932 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 927 return;
935 } 928 }
936 929
937 if (op->enemy == NULL) 930 if (!op->enemy)
938 { 931 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 934 return;
942 } 935 }
943 936
944 /* Seen some crashes here. Since we don't store an
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL;
952 return;
953 }
954
955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 { 938 {
957 op->enemy = NULL; 939 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 941 return;
962 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
963 945
964 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
966 { 948 {
967 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
968 950
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
970 return; 952 return;
971 } 953 }
972 954
983check_pick (object *op) 965check_pick (object *op)
984{ 966{
985 object *tmp, *next; 967 object *tmp, *next;
986 int stop = 0; 968 int stop = 0;
987 int wvratio; 969 int wvratio;
988 char putstring[128];
989 970
990 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
991 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
992 return 1; 973 return 1;
993 974
1017 998
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 1000 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
1003
1022 continue; 1004 continue;
1023 } 1005 }
1024 1006
1025 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1027 { 1069 {
1028 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 1129 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1130 CHK_PICK_PICKUP;
1034 return 1; 1131 continue;
1035 case 2:
1036 CHK_PICK_PICKUP;
1037 return 0;
1038 case 3:
1039 return 0; /* stop before pickup */
1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1051 break;
1052
1053 case 7:
1054 if (tmp->type == MONEY || tmp->type == GEM)
1055 CHK_PICK_PICKUP;
1056 break;
1057
1058 default:
1059 /* use value density */
1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1062 CHK_PICK_PICKUP;
1063 } 1132 }
1064 } 1133 }
1065 else 1134
1066 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1069 { 1138 {
1070 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue; 1140 continue;
1141 }
1117 1142
1118 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1120 continue; 1148 continue;
1149 }
1121 1150
1122 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1124 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1222 {
1127 CHK_PICK_PICKUP; 1223 CHK_PICK_PICKUP;
1128 continue; 1224 continue;
1129 } 1225 }
1226 }
1130 1227
1228 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1231 {
1134 CHK_PICK_PICKUP; 1232 CHK_PICK_PICKUP;
1135 continue; 1233 continue;
1136 } 1234 }
1137 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1138 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1243 */
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1246 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1186 { 1250 {
1187 CHK_PICK_PICKUP; 1251 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1252 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1317#if 0
1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1319 if (tmp->name != NULL)
1320 {
1321 fprintf (stderr, "%s", tmp->name);
1322 }
1323 else 1253 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327#endif 1257#endif
1258 CHK_PICK_PICKUP;
1328 continue; 1259 continue;
1329 }
1330 } 1260 }
1331 } /* the new pickup model */ 1261 } /* the new pickup model */
1332 } 1262 }
1333 1263
1334 return !stop; 1264 return !stop;
1362 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1363 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1364 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1295 */
1366object * 1296object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1298{
1369 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1371 1301
1372 if (!type) 1302 if (!type)
1376 { 1306 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 { 1308 {
1379 i = 0; 1309 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1381 if (i > betterby) 1312 if (i > betterby)
1382 { 1313 {
1383 tmp = ntmp; 1314 tmp = ntmp;
1384 betterby = i; 1315 betterby = i;
1385 } 1316 }
1386 } 1317 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1319 {
1389 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1391 { 1322 {
1392 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1393 { 1324 {
1394 *better = 100; 1325 *better = 100;
1395 return arrow; 1326 return arrow;
1410 { 1341 {
1411 tmp = arrow; 1342 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1344 }
1414 } 1345 }
1346
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1348 {
1417 tmp = arrow; 1349 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1351 }
1352
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1354 {
1422 tmp = arrow; 1355 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1357 }
1438 * op = the shooter 1371 * op = the shooter
1439 * type = bow->race 1372 * type = bow->race
1440 * dir = fire direction 1373 * dir = fire direction
1441 */ 1374 */
1442object * 1375object *
1443pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1377{
1445 object *tmp = NULL; 1378 object *tmp = NULL;
1446 maptile *m; 1379 maptile *m;
1447 int i, mflags, found, number; 1380 int i, mflags, found, number;
1448 sint16 x, y; 1381 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1464 { 1397 {
1465 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1403 {
1470 tmp = NULL; 1404 tmp = 0;
1471 break; 1405 break;
1472 } 1406 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1408 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1477 */ 1411 */
1478 tmp = NULL; 1412 tmp = 0;
1479 break; 1413 break;
1480 } 1414 }
1415
1481 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1419 break;
1491 }
1492 } 1420 }
1493 if (tmp == NULL) 1421
1422 if (!tmp)
1494 return find_arrow (op, type); 1423 return find_arrow (op, type);
1495 1424
1496 if (tmp->head) 1425 if (tmp->head)
1497 tmp = tmp->head; 1426 tmp = tmp->head;
1498 1427
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1468 return 0;
1540 } 1469 }
1541 1470
1542 // optimisation: move object to top so we will find it quickly again 1471 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1472 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1473 }
1550 1474
1551 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1552 { 1476 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1503 }
1580 1504
1581 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1583 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1509 arrow->destroy ();
1585 return 0; 1510 return 0;
1586 } 1511 }
1587 1512
1588 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1523 arrow->direction = dir;
1599 1524
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1526 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1527 arrow->stats.grace = arrow->attacktype;
1603 1528 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1529
1607#if 0 1530#if 0
1608 if (player *pl = op->contr) 1531 if (player *pl = op->contr)
1609 { 1532 {
1610 float speed = pl->weapon_sp; 1533 float speed = pl->weapon_sp;
1675 * hence the function name. 1598 * hence the function name.
1676 */ 1599 */
1677int 1600int
1678player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1679{ 1602{
1680 int ret = 0, wcmod = 0; 1603 int ret;
1681 1604
1682 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1683 { 1606 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1608 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1610 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1613 }
1693 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1694 { 1615 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1617 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1619 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1621 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1623 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1625 }
1705 else 1626 else
1706 { 1627 {
1763 } 1684 }
1764 } 1685 }
1765 1686
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1688 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1769 if (item->type == WAND) 1691 if (item->type == WAND)
1770 { 1692 {
1771 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1772 { 1694 {
1773 object *tmp; 1695 object *tmp;
1793bool 1715bool
1794fire (object *op, int dir) 1716fire (object *op, int dir)
1795{ 1717{
1796 int spellcost = 0; 1718 int spellcost = 0;
1797 1719
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1720 player *pl = op->contr;
1803 1721
1804 if (pl->golem) 1722 if (pl->golem)
1805 { 1723 {
1806 control_golem (op->contr->golem, dir); 1724 control_golem (op->contr->golem, dir);
1808 } 1726 }
1809 1727
1810 object *ob = pl->ranged_ob; 1728 object *ob = pl->ranged_ob;
1811 1729
1812 if (!ob) 1730 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1731 return false;
1817 1732
1818 if (op->speed_left > 0.f) 1733 if (op->speed_left > 0.f)
1819 --op->speed_left; 1734 --op->speed_left;
1820 else 1735 else
1821 return false; 1736 return false;
1822 1737
1738 if (!op->change_weapon (ob))
1739 return false;
1740
1741 /* check for loss of invisiblity/hide */
1742 if (action_makes_visible (op))
1743 make_visible (op);
1744
1823 switch (ob->type) 1745 switch (ob->type)
1824 { 1746 {
1825 case BOW: 1747 case BOW:
1826 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1827 break; 1749 break;
1828 1750
1829 case SPELL: 1751 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1753 break;
1832 1754
1833 case BUILDER: 1755 case BUILDER:
1834 apply_map_builder (op, dir); 1756 apply_map_builder (op, dir);
1835 break; 1757 break;
1919 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
1920 * all the others. 1842 * all the others.
1921 */ 1843 */
1922 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1847 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1848 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1849 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1850 return NULL;
1929 } 1851 }
2071 --op->speed_left; 1993 --op->speed_left;
2072 1994
2073 op->play_sound (sound_find ("push_player")); 1995 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1996 push_ob (mon, dir, op);
2075 1997
2076 if (op->contr->tmp_invis || op->hide) 1998 if (action_makes_visible (op))
2077 make_visible (op); 1999 make_visible (op);
2078 2000
2079 return true; 2001 return true;
2080 } 2002 }
2081 else 2003 else
2103 push_ob (mon, dir, op); 2025 push_ob (mon, dir, op);
2104 } 2026 }
2105 else 2027 else
2106 op->statusmsg ("You withhold your attack"); 2028 op->statusmsg ("You withhold your attack");
2107 2029
2108 if (op->contr->tmp_invis || op->hide) 2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 2031 make_visible (op);
2110 2032
2111 return true; 2033 return true;
2112 } 2034 }
2113 } 2035 }
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2095
2174 op->facing = dir; 2096 op->facing = dir;
2175 2097
2176 if (op->hide) 2098 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2099 do_hidden_move (op);
2178 2100
2179 bool retval; 2101 bool retval;
2180 2102
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2312const char * 2234const char *
2313gravestone_text (object *op) 2235gravestone_text (object *op)
2314{ 2236{
2315 static dynbuf_text buf; 2237 static dynbuf_text buf;
2316 2238
2317 buf << "---- R.I.P. ----\n\n"; 2239 buf << "---- R.I.P. ----\n\n"
2318 op->name; 2240 << op->name;
2319 2241
2320 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title; 2243 buf << " the " << op->contr->title;
2322 2244
2323 buf << "\n\n"; 2245 buf << "\n\n";
2499 { 2421 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2423
2502 if (over_hp > 0) 2424 if (over_hp > 0)
2503 { 2425 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2427 op->last_heal = 0;
2506 } 2428 }
2507 else 2429 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2431 }
2588 */ 2510 */
2589void 2511void
2590kill_player (object *op) 2512kill_player (object *op)
2591{ 2513{
2592 int x, y; 2514 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2515 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2516 int will_kill_again;
2596 archetype *at; 2517 archetype *at;
2597 object *tmp; 2518 object *tmp;
2598 2519
2599 if (save_life (op)) 2520 if (save_life (op))
2600 return; 2521 return;
2522
2523 dynbuf_text deathtab;
2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2601 2560
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2564 */
2606 if (op_on_battleground (op, &x, &y)) 2565 if (op_on_battleground (op, &x, &y))
2607 { 2566 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2568
2631 /* create a bodypart-trophy to make the winner happy */ 2569 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2571 {
2634 tmp->name = format ("%s's finger" , &op->name); 2572 tmp->name = format ("%s's finger" , &op->name);
2645 } 2583 }
2646 2584
2647 /* teleport defeated player to new destination */ 2585 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2587 op->contr->braced = 0;
2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2590 return;
2651 } 2591 }
2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2595
2653 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2654 2597
2655 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2656 2599
2690 2633
2691 lost_a_stat = 0; 2634 lost_a_stat = 0;
2692 2635
2693 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2694 { 2637 {
2695 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2696 2639
2697 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2698 { 2641 {
2699 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2643 * what he lost.
2751 } 2694 }
2752 } 2695 }
2753 2696
2754 if (lose_this_stat) 2697 if (lose_this_stat)
2755 { 2698 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2699 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2704 * difference.
2775 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2719 if (!lost_a_stat)
2777 { 2720 {
2778 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2723 shstr_tmp god = determine_god (op);
2781 2724
2782 if (god && (strcmp (god, "none"))) 2725 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2727 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2729 }
2787#else 2730#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2732#endif
2790 2733
2791 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2735 * exp loss on the stone.
2793 */ 2736 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2795 tmp->name = format ("%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 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 ()); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2741 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2744
2801 /**************************************/ 2745 /**************************************/
2802 /* */ 2746 /* */
2803 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2748 /* */
2807 /**************************************/ 2749 /**************************************/
2808 2750
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2752 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2753
2852 /* 2754 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2755 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2756 * and put them back in the map.
2855 */ 2757 */
2890 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2793 force->resist[at] = 100;
2892 2794
2893 insert_ob_in_ob (force, op); 2795 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2796 op->update_stats ();
2895
2896 } 2797 }
2897 2798
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2800}
2900 2801
2901void 2802void
2902loot_object (object *op) 2803loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2804{ /* Grab and destroy some treasure */
3001} 2902}
3002 2903
3003void 2904void
3004make_visible (object *op) 2905make_visible (object *op)
3005{ 2906{
3006 op->hide = 0; 2907 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2908 op->invisible = 0;
3008 2909
3009 if (op->type == PLAYER) 2910 if (op->type == PLAYER)
3010 { 2911 {
3011 op->contr->tmp_invis = 0; 2912 op->contr->tmp_invis = 0;
3036 2937
3037 if (!ob || !ob->map) 2938 if (!ob || !ob->map)
3038 return 0; 2939 return 0;
3039 2940
3040 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3042 2943
3043 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2947 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2948 level = -(10 + (2 * ob->map->darklevel ()));
3048 2949
3049 /* scan through all nearby squares for terrain to hide in */ 2950 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2951 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2952 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3100 while (op)
3200 { 3101 {
3201 dx = rv.distance_x + op->arch->x; 3102 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3103 dy = rv.distance_y + op->arch->y;
3203 3104
3204 /* only the viewable area the player sees is updated by LOS 3105 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 3106 return 1;
3212 3107
3213 op = op->more; 3108 op = op->more;
3214 } 3109 }
3215 3110
3216 return 0; 3111 return 0;
3217} 3112}
3218 3113
3219/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3118 * return 0.
3224 */ 3119 */
3225int 3120int
3226action_makes_visible (object *op) 3121action_makes_visible (object *op)
3227{ 3122{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3124 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3231 return 0; 3132 return 0;
3133 }
3232 3134
3233 if (op->contr && op->contr->tmp_invis == 0) 3135 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3136 return 0;
3235 3137
3236 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 { 3140 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1; 3142 return 1;
3241 } 3143 }
3242 } 3144 }
3243 3145
3244 return 0; 3146 return 0;
3472 if (pl->ranged_ob == ob) 3374 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3375 pl->ranged_ob = 0;
3474} 3376}
3475 3377
3476sint8 3378sint8
3477player::visibility_at (maptile *map, int x, int y) const 3379player::darkness_at (maptile *map, int x, int y) const
3478{ 3380{
3479 if (!ns) 3381 if (!ns)
3480 return 0; 3382 return LOS_BLOCKED;
3481 3383
3482 int dx, dy; 3384 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3386 return LOS_BLOCKED;
3485 3387
3486 x += dx - ns->current_x + ns->mapx / 2; 3388 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3389 y += dy - ns->current_y;
3488 3390
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3391 return blocked_los (x, y);
3493} 3392}
3494 3393
3495void 3394void
3496player::infobox (const char *title, const char *msg, int color) 3395player::infobox (const char *title, const char *msg, int color)
3497{ 3396{

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