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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 1.233 by root, Mon Oct 12 14:00:59 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
210 ob->close_container (); //TODO: client-specific 211 ob->close_container (); //TODO: client-specific
211 212
212 ns->update_look = 0; 213 ns->update_look = 0;
213 ns->look_position = 0; 214 ns->look_position = 0;
214 215
215 clear_los (this); 216 clear_los ();
216 217
217 ns->reset_stats (); 218 ns->reset_stats ();
218 219
219 /* make sure he's a player -- needed because of class change. */ 220 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 221 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 222 ob->race = ob->arch->race;
222 223
223 ob->update_weight (); 224 ob->update_weight ();
224 link_player_skills (ob); 225 link_skills ();
225 226
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 228
228 assign (title, ob->arch->object::name); 229 assign (title, ob->arch->object::name);
229 230
673 op->destroy (); 674 op->destroy ();
674 continue; 675 continue;
675 } 676 }
676 } 677 }
677 678
678 /* This really needs to be better - we should really give 679 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 680 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 681 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 682 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 683 if (op->type == SKILL)
685 { 684 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 685 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 687 {
694 op->destroy (); 688 op->destroy ();
689 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 691 break;
697 } 692 }
698 693
699 if (op->nrof > 1) 694 if (op->nrof > 1)
700 op->nrof = 1; 695 op->nrof = 1;
701 } 696 }
702 697
728 else /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
731 726
732 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
733 link_player_skills (pl); 728 pl->contr->link_skills ();
734} 729}
735 730
736void 731void
737get_party_password (object *op, partylist *party) 732get_party_password (object *op, partylist *party)
738{ 733{
870 ob->msg = 0; 865 ob->msg = 0;
871 866
872 start_info (ob); 867 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 869 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 870 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 871 ob->update_stats ();
878 872
879 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
880 * is one for this race 874 * is one for this race
932 LOG (llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 928 return;
935 } 929 }
936 930
937 if (op->enemy == NULL) 931 if (!op->enemy)
938 { 932 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 933 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 935 return;
942 } 936 }
943 937
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)) 938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 { 939 {
957 op->enemy = NULL; 940 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 941 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 942 return;
962 get_rangevector (op, op->enemy, &rv, 0); 945 get_rangevector (op, op->enemy, &rv, 0);
963 946
964 dir = absdir (4 + rv.direction); 947 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 948 for (diff = 0; diff < 3; diff++)
966 { 949 {
967 int m = 1 - (RANDOM () & 2); 950 int m = 1 - rndm (2) * 2;
968 951
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
970 return; 953 return;
971 } 954 }
972 955
983check_pick (object *op) 966check_pick (object *op)
984{ 967{
985 object *tmp, *next; 968 object *tmp, *next;
986 int stop = 0; 969 int stop = 0;
987 int wvratio; 970 int wvratio;
988 char putstring[128];
989 971
990 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
991 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
992 return 1; 974 return 1;
993 975
1017 999
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 1001 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1004
1022 continue; 1005 continue;
1023 } 1006 }
1024 1007
1025 /* high not bit set? We're using the old autopickup model */ 1008 /* pickup handling */
1009 if (op->contr->mode & PU_DEBUG)
1010 {
1011 /* some debugging code to figure out item information */
1012 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1018 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 }
1020
1021 if (op->contr->mode & PU_INHIBIT)
1022 return 1;
1023
1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1025 return 1;
1026
1027 /* philosophy:
1028 * It's easy to grab an item type from a pile, as long as it's
1029 * generic. This takes no game-time. For more detailed pickups
1030 * and selections, select-items should be used. This is a
1031 * grab-as-you-run type mode that's really useful for arrows for
1032 * example.
1033 * The drawback: right now it has no frontend, so you need to
1034 * stick the bits you want into a calculator in hex mode and then
1035 * convert to decimal and then 'pickup <#>
1036 */
1037
1038 /* the first two modes are exclusive: if NOTHING we return, if
1039 * STOP then we stop. All the rest are applied sequentially,
1040 * meaning if any test passes, the item gets picked up. */
1041
1042 /* if mode is set to pick nothing up, return */
1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1045
1046 /* if mode is set to stop when encountering objects, return */
1047 /* take STOP before INHIBIT since it doesn't actually pick
1048 * anything up */
1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1051
1052 /* useful for going into stores and not losing your settings... */
1053 /* and for battles wher you don't want to get loaded down while
1054 * fighting */
1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1057
1058 /* prevent us from turning into auto-thieves :) */
1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1061
1062 /* ignore known cursed objects */
1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1065
1066 /* all food and drink if desired */
1067 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 1068 if (op->contr->mode & PU_FOOD)
1069 if (tmp->type == FOOD)
1027 { 1070 {
1028 switch (op->contr->mode) 1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1075 if (op->contr->mode & PU_DRINK)
1076 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_POTION)
1083 if (tmp->type == POTION)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 /* spellbooks, skillscrolls and normal books/scrolls */
1090 if (op->contr->mode & PU_SPELLBOOK)
1091 if (tmp->type == SPELLBOOK)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_SKILLSCROLL)
1098 if (tmp->type == SKILLSCROLL)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 if (op->contr->mode & PU_READABLES)
1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110
1111 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1118
1119 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_VALUABLES)
1128 {
1129 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 1130 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1034 return 1; 1132 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 } 1133 }
1064 } 1134 }
1065 else 1135
1066 { /* old model */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1137 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET)
1069 { 1139 {
1070 /* some debugging code to figure out item information */ 1140 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; 1141 continue;
1142 }
1117 1143
1118 /* ignore known cursed objects */ 1144 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1120 continue; 1149 continue;
1150 }
1121 1151
1122 /* all food and drink if desired */ 1152 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1153 if (op->contr->mode & PU_BOW)
1154 if (tmp->type == BOW)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_ARROW)
1161 if (tmp->type == ARROW)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* all kinds of armor etc. */
1168 if (op->contr->mode & PU_ARMOUR)
1169 if (tmp->type == ARMOUR)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_HELMET)
1176 if (tmp->type == HELMET)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SHIELD)
1183 if (tmp->type == SHIELD)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1124 if (op->contr->mode & PU_FOOD) 1189 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1190 if (tmp->type == BOOTS)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_CLOAK)
1204 if (tmp->type == CLOAK)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* hoping to catch throwing daggers here */
1211 if (op->contr->mode & PU_MISSILEWEAPON)
1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 /* careful: chairs and tables are weapons! */
1219 if (op->contr->mode & PU_ALLWEAPON)
1220 {
1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1223 {
1127 CHK_PICK_PICKUP; 1224 CHK_PICK_PICKUP;
1128 continue; 1225 continue;
1129 } 1226 }
1227 }
1130 1228
1229 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1230 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1232 {
1134 CHK_PICK_PICKUP; 1233 CHK_PICK_PICKUP;
1135 continue; 1234 continue;
1136 } 1235 }
1137 1236
1237 /* any of the last 4 bits set means we use the ratio for value
1238 * pickups */
1138 if (op->contr->mode & PU_POTION) 1239 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1240 {
1241 /* use value density to decide what else to grab */
1242 /* >=7 was >= op->contr->mode */
1243 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1244 */
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) 1245 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1246 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 { 1247 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1248#if 0
1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1250 if (tmp->name != NULL)
1186 { 1251 {
1187 CHK_PICK_PICKUP; 1252 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1253 }
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 1254 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327#endif 1258#endif
1259 CHK_PICK_PICKUP;
1328 continue; 1260 continue;
1329 }
1330 } 1261 }
1331 } /* the new pickup model */ 1262 } /* the new pickup model */
1332 } 1263 }
1333 1264
1334 return !stop; 1265 return !stop;
1362 * against the target. A full test is not performed, simply a basic test 1293 * 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 1294 * 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. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1296 */
1366object * 1297object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1299{
1369 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1371 1302
1372 if (!type) 1303 if (!type)
1376 { 1307 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 { 1309 {
1379 i = 0; 1310 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1381 if (i > betterby) 1313 if (i > betterby)
1382 { 1314 {
1383 tmp = ntmp; 1315 tmp = ntmp;
1384 betterby = i; 1316 betterby = i;
1385 } 1317 }
1386 } 1318 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1319 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1320 {
1389 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1322 if (target->race && arrow->slaying.contains (target->race))
1391 { 1323 {
1392 if (arrow->attacktype & AT_DEATH) 1324 if (arrow->attacktype & AT_DEATH)
1393 { 1325 {
1394 *better = 100; 1326 *better = 100;
1395 return arrow; 1327 return arrow;
1410 { 1342 {
1411 tmp = arrow; 1343 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1345 }
1414 } 1346 }
1347
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1349 {
1417 tmp = arrow; 1350 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1352 }
1353
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1355 {
1422 tmp = arrow; 1356 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1358 }
1438 * op = the shooter 1372 * op = the shooter
1439 * type = bow->race 1373 * type = bow->race
1440 * dir = fire direction 1374 * dir = fire direction
1441 */ 1375 */
1442object * 1376object *
1443pick_arrow_target (object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1378{
1445 object *tmp = NULL; 1379 object *tmp = NULL;
1446 maptile *m; 1380 maptile *m;
1447 int i, mflags, found, number; 1381 int i, mflags, found, number;
1448 sint16 x, y; 1382 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1397 for (i = 0, found = 0; i < 20; i++)
1464 { 1398 {
1465 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1404 {
1470 tmp = NULL; 1405 tmp = 0;
1471 break; 1406 break;
1472 } 1407 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1409 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1411 * perhaps a bad assumption.
1477 */ 1412 */
1478 tmp = NULL; 1413 tmp = 0;
1479 break; 1414 break;
1480 } 1415 }
1416
1481 if (mflags & P_IS_ALIVE) 1417 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1420 break;
1491 }
1492 } 1421 }
1493 if (tmp == NULL) 1422
1423 if (!tmp)
1494 return find_arrow (op, type); 1424 return find_arrow (op, type);
1495 1425
1496 if (tmp->head) 1426 if (tmp->head)
1497 tmp = tmp->head; 1427 tmp = tmp->head;
1498 1428
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1469 return 0;
1540 } 1470 }
1541 1471
1542 // optimisation: move object to top so we will find it quickly again 1472 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1473 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1474 }
1550 1475
1551 if (!bow->race || !bow->skill) 1476 if (!bow->race || !bow->skill)
1552 { 1477 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1504 }
1580 1505
1581 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1507 if (arrow->nrof == 0)
1583 { 1508 {
1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1510 arrow->destroy ();
1585 return 0; 1511 return 0;
1586 } 1512 }
1587 1513
1588 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1524 arrow->direction = dir;
1599 1525
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1603 1529 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1530
1607#if 0 1531#if 0
1608 if (player *pl = op->contr) 1532 if (player *pl = op->contr)
1609 { 1533 {
1610 float speed = pl->weapon_sp; 1534 float speed = pl->weapon_sp;
1675 * hence the function name. 1599 * hence the function name.
1676 */ 1600 */
1677int 1601int
1678player_fire_bow (object *op, int dir) 1602player_fire_bow (object *op, int dir)
1679{ 1603{
1680 int ret = 0, wcmod = 0; 1604 int ret;
1681 1605
1682 if (op->contr->bowtype == bow_bestarrow) 1606 if (op->contr->bowtype == bow_bestarrow)
1683 { 1607 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1608 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1609 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1611 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1612 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); 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1614 }
1693 else if (op->contr->bowtype == bow_threewide) 1615 else if (op->contr->bowtype == bow_threewide)
1694 { 1616 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1617 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)]); 1618 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)]); 1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1620 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1621 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1622 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1623 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); 1624 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); 1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1626 }
1705 else 1627 else
1706 { 1628 {
1763 } 1685 }
1764 } 1686 }
1765 1687
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1689 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1769 if (item->type == WAND) 1692 if (item->type == WAND)
1770 { 1693 {
1771 if (!(--item->stats.food)) 1694 if (!(--item->stats.food))
1772 { 1695 {
1773 object *tmp; 1696 object *tmp;
1793bool 1716bool
1794fire (object *op, int dir) 1717fire (object *op, int dir)
1795{ 1718{
1796 int spellcost = 0; 1719 int spellcost = 0;
1797 1720
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1721 player *pl = op->contr;
1803 1722
1804 if (pl->golem) 1723 if (pl->golem)
1805 { 1724 {
1806 control_golem (op->contr->golem, dir); 1725 control_golem (op->contr->golem, dir);
1808 } 1727 }
1809 1728
1810 object *ob = pl->ranged_ob; 1729 object *ob = pl->ranged_ob;
1811 1730
1812 if (!ob) 1731 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1732 return false;
1817 1733
1818 if (op->speed_left > 0.f) 1734 if (op->speed_left > 0.f)
1819 --op->speed_left; 1735 --op->speed_left;
1820 else 1736 else
1821 return false; 1737 return false;
1822 1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1742 /* check for loss of invisiblity/hide */
1743 if (action_makes_visible (op))
1744 make_visible (op);
1745
1823 switch (ob->type) 1746 switch (ob->type)
1824 { 1747 {
1825 case BOW: 1748 case BOW:
1826 player_fire_bow (op, dir); 1749 player_fire_bow (op, dir);
1827 break; 1750 break;
1828 1751
1829 case SPELL: 1752 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1754 break;
1832 1755
1833 case BUILDER: 1756 case BUILDER:
1834 apply_map_builder (op, dir); 1757 apply_map_builder (op, dir);
1835 break; 1758 break;
1868 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1793 {
1871 if (door->type == DOOR && tmp->type == KEY) 1794 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1795 break;
1796
1873 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1875 */ 1799 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1801 break;
1883 * a key, return 1807 * a key, return
1884 */ 1808 */
1885 if (!tmp) 1809 if (!tmp)
1886 { 1810 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1813 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1814 if ((key = find_key (pl, tmp, door)))
1893 return key; 1815 return key;
1894 }
1895 }
1896 1816
1897 if (!tmp) 1817 if (!tmp)
1898 return NULL; 1818 return 0;
1899 } 1819 }
1900 1820
1901 /* We get down here if we have found a key. Now if its in a container, 1821 /* We get down here if we have found a key. Now if its in a container,
1902 * see if we actually want to use it 1822 * see if we actually want to use it
1903 */ 1823 */
1904 if (pl != container) 1824 if (pl != container)
1905 { 1825 {
1906 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1907 if (!pl->contr) 1827 if (!pl->contr)
1908 return NULL; 1828 return 0;
1829
1909 /* cases where this fails: 1830 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1832 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1913 * containers can be used. 1834 * containers can be used.
1919 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1920 * all the others. 1841 * all the others.
1921 */ 1842 */
1922 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1846 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1847 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)); 1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1849 return NULL;
1929 } 1850 }
1987 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
1988 */ 1909 */
1989bool 1910bool
1990move_player_attack (object *op, int dir) 1911move_player_attack (object *op, int dir)
1991{ 1912{
1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
1992 int on_battleground; 1919 int on_battleground;
1993 1920
1994 sint16 nx = freearr_x[dir] + op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
1996 1923
1997 on_battleground = op_on_battleground (op, 0, 0); 1924 on_battleground = op_on_battleground (op, 0, 0);
1998 1925
1999 if (out_of_map (op->map, nx, ny)) 1926 if (out_of_map (op->map, nx, ny))
2000 return false; 1927 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007 1928
2008 /* If braced, or can't move to the square, and it is not out of the 1929 /* If braced, or can't move to the square, and it is not out of the
2009 * map, attack it. Note order of if statement is important - don't 1930 * map, attack it. Note order of if statement is important - don't
2010 * want to be calling move_ob if braced, because move_ob will move the 1931 * want to be calling move_ob if braced, because move_ob will move the
2011 * player. This is a pretty nasty hack, because if we could 1932 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1992 --op->speed_left;
2072 1993
2073 op->play_sound (sound_find ("push_player")); 1994 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1995 push_ob (mon, dir, op);
2075 1996
2076 if (op->contr->tmp_invis || op->hide) 1997 if (action_makes_visible (op))
2077 make_visible (op); 1998 make_visible (op);
2078 1999
2079 return true; 2000 return true;
2080 } 2001 }
2081 else 2002 else
2103 push_ob (mon, dir, op); 2024 push_ob (mon, dir, op);
2104 } 2025 }
2105 else 2026 else
2106 op->statusmsg ("You withhold your attack"); 2027 op->statusmsg ("You withhold your attack");
2107 2028
2108 if (op->contr->tmp_invis || op->hide) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 2030 make_visible (op);
2110 2031
2111 return true; 2032 return true;
2112 } 2033 }
2113 } 2034 }
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2094
2174 op->facing = dir; 2095 op->facing = dir;
2175 2096
2176 if (op->hide) 2097 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2098 do_hidden_move (op);
2178 2099
2179 bool retval; 2100 bool retval;
2180 2101
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2312const char * 2233const char *
2313gravestone_text (object *op) 2234gravestone_text (object *op)
2314{ 2235{
2315 static dynbuf_text buf; 2236 static dynbuf_text buf;
2316 2237
2317 buf << "---- R.I.P. ----\n\n"; 2238 buf << "---- R.I.P. ----\n\n"
2318 op->name; 2239 << op->name;
2319 2240
2320 if (op->type == PLAYER) 2241 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title; 2242 buf << " the " << op->contr->title;
2322 2243
2323 buf << "\n\n"; 2244 buf << "\n\n";
2499 { 2420 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2422
2502 if (over_hp > 0) 2423 if (over_hp > 0)
2503 { 2424 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2426 op->last_heal = 0;
2506 } 2427 }
2507 else 2428 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2430 }
2588 */ 2509 */
2589void 2510void
2590kill_player (object *op) 2511kill_player (object *op)
2591{ 2512{
2592 int x, y; 2513 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2514 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2515 int will_kill_again;
2596 archetype *at; 2516 archetype *at;
2597 object *tmp; 2517 object *tmp;
2598 2518
2599 if (save_life (op)) 2519 if (save_life (op))
2600 return; 2520 return;
2521
2522 dynbuf_text deathtab;
2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2601 2559
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* 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. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2563 */
2606 if (op_on_battleground (op, &x, &y)) 2564 if (op_on_battleground (op, &x, &y))
2607 { 2565 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2566 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 2567
2631 /* create a bodypart-trophy to make the winner happy */ 2568 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2569 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2570 {
2634 tmp->name = format ("%s's finger" , &op->name); 2571 tmp->name = format ("%s's finger" , &op->name);
2645 } 2582 }
2646 2583
2647 /* teleport defeated player to new destination */ 2584 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2589 return;
2651 } 2590 }
2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2594
2653 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2654 2596
2655 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2656 2598
2690 2632
2691 lost_a_stat = 0; 2633 lost_a_stat = 0;
2692 2634
2693 for (z = 0; z < num_stats_lose; z++) 2635 for (z = 0; z < num_stats_lose; z++)
2694 { 2636 {
2695 i = RANDOM () % NUM_STATS; 2637 i = rndm (NUM_STATS);
2696 2638
2697 if (settings.stat_loss_on_death) 2639 if (settings.stat_loss_on_death)
2698 { 2640 {
2699 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2642 * what he lost.
2751 } 2693 }
2752 } 2694 }
2753 2695
2754 if (lose_this_stat) 2696 if (lose_this_stat)
2755 { 2697 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2698 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2699 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2700 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2701 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2702 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2703 * difference.
2775 /* If no stat lost, tell the player. */ 2717 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2718 if (!lost_a_stat)
2777 { 2719 {
2778 /* determine_god() seems to not work sometimes... why is this? 2720 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2721 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2722 shstr_tmp god = determine_god (op);
2781 2723
2782 if (god && (strcmp (god, "none"))) 2724 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); 2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2726 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2728 }
2787#else 2729#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2731#endif
2790 2732
2791 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2734 * exp loss on the stone.
2793 */ 2735 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2795 tmp->name = format ("%s's gravestone", &op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2738 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 ()); 2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2740 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2741 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2743
2801 /**************************************/ 2744 /**************************************/
2802 /* */ 2745 /* */
2803 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2747 /* */
2807 /**************************************/ 2748 /**************************************/
2808 2749
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)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2751 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 2752
2852 /* 2753 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2754 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2755 * and put them back in the map.
2855 */ 2756 */
2890 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2792 force->resist[at] = 100;
2892 2793
2893 insert_ob_in_ob (force, op); 2794 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2795 op->update_stats ();
2895
2896 } 2796 }
2897 2797
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2799}
2900 2800
2901void 2801void
2902loot_object (object *op) 2802loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2803{ /* Grab and destroy some treasure */
3001} 2901}
3002 2902
3003void 2903void
3004make_visible (object *op) 2904make_visible (object *op)
3005{ 2905{
3006 op->hide = 0; 2906 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2907 op->invisible = 0;
3008 2908
3009 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3010 { 2910 {
3011 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3036 2936
3037 if (!ob || !ob->map) 2937 if (!ob || !ob->map)
3038 return 0; 2938 return 0;
3039 2939
3040 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3042 2942
3043 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2946 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2947 level = -(10 + (2 * ob->map->darklevel ()));
3048 2948
3049 /* scan through all nearby squares for terrain to hide in */ 2949 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2950 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2951 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3099 while (op)
3200 { 3100 {
3201 dx = rv.distance_x + op->arch->x; 3101 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3102 dy = rv.distance_y + op->arch->y;
3203 3103
3204 /* only the viewable area the player sees is updated by LOS 3104 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; 3105 return 1;
3212 3106
3213 op = op->more; 3107 op = op->more;
3214 } 3108 }
3215 3109
3216 return 0; 3110 return 0;
3217} 3111}
3218 3112
3219/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3117 * return 0.
3224 */ 3118 */
3225int 3119int
3226action_makes_visible (object *op) 3120action_makes_visible (object *op)
3227{ 3121{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3123 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3231 return 0; 3131 return 0;
3132 }
3232 3133
3233 if (op->contr && op->contr->tmp_invis == 0) 3134 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3135 return 0;
3235 3136
3236 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 { 3139 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1; 3141 return 1;
3241 } 3142 }
3242 } 3143 }
3243 3144
3244 return 0; 3145 return 0;
3472 if (pl->ranged_ob == ob) 3373 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3374 pl->ranged_ob = 0;
3474} 3375}
3475 3376
3476sint8 3377sint8
3477player::visibility_at (maptile *map, int x, int y) const 3378player::darkness_at (maptile *map, int x, int y) const
3478{ 3379{
3479 if (!ns) 3380 if (!ns)
3480 return 0; 3381 return LOS_BLOCKED;
3481 3382
3482 int dx, dy; 3383 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3385 return LOS_BLOCKED;
3485 3386
3486 x += dx - ns->current_x + ns->mapx / 2; 3387 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3388 y += dy - ns->current_y;
3488 3389
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]; 3390 return blocked_los (x, y);
3493} 3391}
3494 3392
3495void 3393void
3496player::infobox (const char *title, const char *msg, int color) 3394player::infobox (const char *title, const char *msg, int color)
3497{ 3395{

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