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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 1.259 by root, Sun Mar 28 02:53:46 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_player_skills (ob); 110 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 111
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
306 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
307 143
308 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
310 switch (op->type) 146 switch (op->type)
311 { 147 {
312 case SKILL: 148 case SKILL:
313 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
314 break; 150 break;
315 151
316 case WAND: 152 case WAND:
317 case ROD: 153 case ROD:
318 case HORN: 154 case HORN:
323 case WEAPON: 159 case WEAPON:
324 combat_ob = op; 160 combat_ob = op;
325 break; 161 break;
326 } 162 }
327 163
164 ob->current_weapon = 0;
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better 166 activate (); // change_weapon also activates, but this doesn't hurt
167
168 INVOKE_PLAYER (CONNECT, this);
169 INVOKE_PLAYER (LOGIN, this);
170}
171
172void
173player::disconnect ()
174{
175 if (ob)
176 {
177 ob->close_container (); //TODO: client-specific
178 ob->drop_unpaid_items ();
179 }
180
181 if (ns)
182 {
183 if (active)
184 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
185
186 INVOKE_PLAYER (DISCONNECT, this);
187
188 ns->reset_stats ();
189 ns->pl = 0;
190 ns = 0;
191 }
192
193 // this is important for the player scheduler to get the correct refcount
194 // when ns = 0
195 observe = viewpoint = ob;
196
197 deactivate ();
198}
199
200//-GPL
201
202// the need for this function can be explained
203// by load_object not returning the object
204void
205player::set_object (object *op)
206{
207 ob = observe = viewpoint = op;
208 ob->contr = this; /* this aren't yet in archetype */
209
210 ob->speed = 1.0f;
211 ob->speed_left = 0.5f;
212
213 ob->direction = 5; /* So player faces south */
330} 214}
331 215
332void 216void
333player::set_observe (object *op) 217player::set_observe (object *op)
334{ 218{
335 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
336 do_los = 1; 220 do_los = 1;
337} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
338 231
339player::player () 232player::player ()
340{ 233{
341 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 235 * we deal with that below this point.
369 { 262 {
370 ob->destroy_inv (false); 263 ob->destroy_inv (false);
371 ob->destroy (); 264 ob->destroy ();
372 } 265 }
373 266
374 ob = observe = 0; 267 ob = observe = viewpoint = 0;
375} 268}
376 269
377player::~player () 270player::~player ()
378{ 271{
379 /* Clear item stack */ 272 /* Clear item stack */
380 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
381} 302}
382 303
383/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
385 * mode. 306 * mode.
387player * 308player *
388player::create () 309player::create ()
389{ 310{
390 player *pl = new player; 311 player *pl = new player;
391 312
392 pl->set_object (arch_to_object (get_player_archetype (0))); 313 pl->set_object (get_player_archetype (0)->instance ());
393 314
394 pl->ob->roll_stats (); 315 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 316 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 317 pl->ob->run_away = 25; /* Then we panick... */
397 318
398 set_first_map (pl->ob); 319 set_first_map (pl->ob);
399 320
400 return pl; 321 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 322}
430 323
431object * 324object *
432get_nearest_player (object *mon) 325get_nearest_player (object *mon)
433{ 326{
673 op->destroy (); 566 op->destroy ();
674 continue; 567 continue;
675 } 568 }
676 } 569 }
677 570
678 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 574 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
685 { 576 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 579 {
694 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 583 break;
697 } 584 }
698 585
699 if (op->nrof > 1) 586 if (op->nrof > 1)
700 op->nrof = 1; 587 op->nrof = 1;
701 } 588 }
702 589
728 else /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
731 618
732 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
733 link_player_skills (pl); 620 pl->contr->link_skills ();
734} 621}
735 622
736void 623void
737get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
738{ 625{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 636}
750 637
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 639static int
753roll_stat (void) 640roll_stat ()
754{ 641{
755 int a[4], i, j, k; 642 int a[4], i, j, k;
756 643
757 for (i = 0; i < 4; i++) 644 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 645 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 742player::chargen_race_done ()
856{ 743{
857 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 745 esrv_new_player (ob->contr);
859 746
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 748 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
863 750
864 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
870 ob->msg = 0; 757 ob->msg = 0;
871 758
872 start_info (ob); 759 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 763 ob->update_stats ();
878 764
879 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
880 * is one for this race 766 * is one for this race
919 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 807 ob->stats.grace = 0;
922} 808}
923 809
924void 810static void
925flee_player (object *op) 811flee_player (object *op)
926{ 812{
927 int dir, diff; 813 int dir, diff;
928 rv_vector rv; 814 rv_vector rv;
929 815
932 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 820 return;
935 } 821 }
936 822
937 if (op->enemy == NULL) 823 if (!op->enemy)
938 { 824 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 827 return;
942 } 828 }
943 829
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)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 { 831 {
957 op->enemy = NULL; 832 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 834 return;
962 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
963 838
964 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
966 { 841 {
967 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
968 843
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
970 return; 845 return;
971 } 846 }
972 847
973 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
974 CLEAR_FLAG (op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
983check_pick (object *op) 858check_pick (object *op)
984{ 859{
985 object *tmp, *next; 860 object *tmp, *next;
986 int stop = 0; 861 int stop = 0;
987 int wvratio; 862 int wvratio;
988 char putstring[128];
989 863
990 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you can't pick up anything */
991 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
992 return 1; 866 return 1;
993 867
994 next = op->below; 868 next = op->below;
995 869
996 int cnt = MAX_ITEM_PER_DROP; 870 int cnt = MAX_ITEM_PER_ACTION;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998 872
999 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1000 * destroyed */ 874 * destroyed */
1001 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1017 891
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 893 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 895 CHK_PICK_PICKUP;
896
1022 continue; 897 continue;
1023 } 898 }
1024 899
1025 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1027 { 962 {
1028 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND
1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1013
1014 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 if (op->contr->mode & PU_VALUABLES)
1024 {
1025 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 1026 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1034 return 1; 1028 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 } 1029 }
1064 } 1030 }
1065 else 1031
1066 { /* old model */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1033 if (op->contr->mode & PU_JEWELS)
1034 if (tmp->type == RING
1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1069 { 1038 {
1070 /* some debugging code to figure out item information */ 1039 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; 1040 continue;
1041 }
1117 1042
1118 /* ignore known cursed objects */ 1043 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1120 continue; 1048 continue;
1049 }
1121 1050
1122 /* all food and drink if desired */ 1051 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1052 if (op->contr->mode & PU_BOW)
1053 if (tmp->type == BOW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 if (op->contr->mode & PU_ARROW)
1060 if (tmp->type == ARROW)
1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1065
1066 /* all kinds of armor etc. */
1067 if (op->contr->mode & PU_ARMOUR)
1068 if (tmp->type == ARMOUR)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_HELMET)
1075 if (tmp->type == HELMET)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_SHIELD)
1082 if (tmp->type == SHIELD)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1124 if (op->contr->mode & PU_FOOD) 1088 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1089 if (tmp->type == BOOTS)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_GLOVES)
1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_CLOAK)
1103 if (tmp->type == CLOAK)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* careful: chairs and tables are weapons! */
1118 if (op->contr->mode & PU_ALLWEAPON)
1119 {
1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1122 {
1127 CHK_PICK_PICKUP; 1123 CHK_PICK_PICKUP;
1128 continue; 1124 continue;
1129 } 1125 }
1126 }
1130 1127
1128 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1131 {
1134 CHK_PICK_PICKUP; 1132 CHK_PICK_PICKUP;
1135 continue; 1133 continue;
1136 } 1134 }
1137 1135
1136 /* any of the last 4 bits set means we use the ratio for value
1137 * pickups */
1138 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1139 {
1140 /* use value density to decide what else to grab */
1141 /* >=7 was >= op->contr->mode */
1142 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1143 */
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) 1144 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1145 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 { 1146 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1147#if 0
1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1149 if (tmp->name != NULL)
1186 { 1150 {
1187 CHK_PICK_PICKUP; 1151 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1152 }
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 1153 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1327#endif 1157#endif
1158 CHK_PICK_PICKUP;
1328 continue; 1159 continue;
1329 }
1330 } 1160 }
1331 } /* the new pickup model */ 1161 } /* the new pickup model */
1332 } 1162 }
1333 1163
1334 return !stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1335} 1200}
1336 1201
1337/* 1202/*
1338 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1205 * found object is returned.
1341 */ 1206 */
1342object * 1207static object *
1343find_arrow (object *op, const char *type) 1208find_arrow (object *op, const char *type)
1344{ 1209{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1212 return splay (tmp);
1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1362 * against the target. A full test is not performed, simply a basic test 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1230 */
1366object * 1231static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1233{
1369 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1371 1236
1372 if (!type) 1237 if (!type)
1376 { 1241 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1378 { 1243 {
1379 i = 0; 1244 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1381 if (i > betterby) 1247 if (i > betterby)
1382 { 1248 {
1383 tmp = ntmp; 1249 tmp = ntmp;
1384 betterby = i; 1250 betterby = i;
1385 } 1251 }
1386 } 1252 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1253 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1254 {
1389 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1256 if (target->race && arrow->slaying.contains (target->race))
1391 { 1257 {
1392 if (arrow->attacktype & AT_DEATH) 1258 if (arrow->attacktype & AT_DEATH)
1393 { 1259 {
1394 *better = 100; 1260 *better = 100;
1395 return arrow; 1261 return arrow;
1410 { 1276 {
1411 tmp = arrow; 1277 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1279 }
1414 } 1280 }
1281
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1283 {
1417 tmp = arrow; 1284 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1286 }
1287
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1289 {
1422 tmp = arrow; 1290 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1292 }
1437 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1306 * op = the shooter
1439 * type = bow->race 1307 * type = bow->race
1440 * dir = fire direction 1308 * dir = fire direction
1441 */ 1309 */
1442object * 1310static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1312{
1445 object *tmp = NULL; 1313 object *tmp = NULL;
1446 maptile *m; 1314 maptile *m;
1447 int i, mflags, found, number; 1315 int i, mflags, found, number;
1448 sint16 x, y; 1316 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1331 for (i = 0, found = 0; i < 20; i++)
1464 { 1332 {
1465 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1338 {
1470 tmp = NULL; 1339 tmp = 0;
1471 break; 1340 break;
1472 } 1341 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1343 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1345 * perhaps a bad assumption.
1477 */ 1346 */
1478 tmp = NULL; 1347 tmp = 0;
1479 break; 1348 break;
1480 } 1349 }
1350
1481 if (mflags & P_IS_ALIVE) 1351 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1354 break;
1491 }
1492 } 1355 }
1493 if (tmp == NULL) 1356
1357 if (!tmp)
1494 return find_arrow (op, type); 1358 return find_arrow (op, type);
1495 1359
1496 if (tmp->head) 1360 if (tmp->head)
1497 tmp = tmp->head; 1361 tmp = tmp->head;
1498 1362
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1403 return 0;
1540 } 1404 }
1541 1405
1542 // optimisation: move object to top so we will find it quickly again 1406 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1407 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1408 }
1550 1409
1551 if (!bow->race || !bow->skill) 1410 if (!bow->race || !bow->skill)
1552 { 1411 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 } 1438 }
1580 1439
1581 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1441 if (arrow->nrof == 0)
1583 { 1442 {
1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1444 arrow->destroy ();
1585 return 0; 1445 return 0;
1586 } 1446 }
1587 1447
1588 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1458 arrow->direction = dir;
1599 1459
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1603 1463 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1464
1607#if 0 1465#if 0
1608 if (player *pl = op->contr) 1466 if (player *pl = op->contr)
1609 { 1467 {
1610 float speed = pl->weapon_sp; 1468 float speed = pl->weapon_sp;
1672 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1533 * hence the function name.
1676 */ 1534 */
1677int 1535static int
1678player_fire_bow (object *op, int dir) 1536player_fire_bow (object *op, int dir)
1679{ 1537{
1680 int ret = 0, wcmod = 0; 1538 int ret;
1681 1539
1682 if (op->contr->bowtype == bow_bestarrow) 1540 if (op->contr->bowtype == bow_bestarrow)
1683 { 1541 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1543 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1545 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1546 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); 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1548 }
1693 else if (op->contr->bowtype == bow_threewide) 1549 else if (op->contr->bowtype == bow_threewide)
1694 { 1550 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1551 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)]); 1552 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)]); 1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1554 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1555 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1556 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1557 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); 1558 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); 1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1560 }
1705 else 1561 else
1706 { 1562 {
1712} 1568}
1713 1569
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1716 */ 1572 */
1717void 1573static void
1718fire_misc_object (object *op, int dir) 1574fire_misc_object (object *op, int dir)
1719{ 1575{
1720 object *item = op->contr->ranged_ob; 1576 object *item = op->contr->ranged_ob;
1721 1577
1722 if (!item) 1578 if (!item)
1744 return; 1600 return;
1745 } 1601 }
1746 } 1602 }
1747 else if (item->type == ROD || item->type == HORN) 1603 else if (item->type == ROD || item->type == HORN)
1748 { 1604 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1750 1606
1751 // using the maximum of the rods charge allows at least one spell cast 1607 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods. 1608 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1610 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1611 op->contr->play_sound (sound_find ("wand_poof"));
1756 1612
1757 if (item->type == ROD) 1613 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1619 }
1764 } 1620 }
1765 1621
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1623 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1769 if (item->type == WAND) 1626 if (item->type == WAND)
1770 { 1627 {
1771 if (!(--item->stats.food)) 1628 if (!(--item->stats.food))
1772 { 1629 {
1773 object *tmp; 1630 object *tmp;
1793bool 1650bool
1794fire (object *op, int dir) 1651fire (object *op, int dir)
1795{ 1652{
1796 int spellcost = 0; 1653 int spellcost = 0;
1797 1654
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1655 player *pl = op->contr;
1803 1656
1804 if (pl->golem) 1657 if (pl->golem)
1805 { 1658 {
1806 control_golem (op->contr->golem, dir); 1659 control_golem (op->contr->golem, dir);
1808 } 1661 }
1809 1662
1810 object *ob = pl->ranged_ob; 1663 object *ob = pl->ranged_ob;
1811 1664
1812 if (!ob) 1665 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1666 return false;
1817 1667
1818 if (op->speed_left > 0.f) 1668 if (op->speed_left > 0.f)
1819 --op->speed_left; 1669 --op->speed_left;
1820 else 1670 else
1821 return false; 1671 return false;
1822 1672
1673 if (!op->change_weapon (ob))
1674 return false;
1675
1676 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op))
1678 make_visible (op);
1679
1823 switch (ob->type) 1680 switch (ob->type)
1824 { 1681 {
1825 case BOW: 1682 case BOW:
1826 player_fire_bow (op, dir); 1683 player_fire_bow (op, dir);
1827 break; 1684 break;
1828 1685
1829 case SPELL: 1686 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1688 break;
1832 1689
1833 case BUILDER: 1690 case BUILDER:
1834 apply_map_builder (op, dir); 1691 apply_map_builder (op, dir);
1835 break; 1692 break;
1836 1693
1837 case SKILL: 1694 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1695 do_skill (op, op, ob, dir, 0);
1839 break; 1696 break;
1840 1697
1698 case SKILL_TOOL:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0);
1701 break;
1702
1841 default: 1703 default:
1842 fire_misc_object (op, dir); 1704 fire_misc_object (op, dir);
1843 break; 1705 break;
1844 } 1706 }
1845 1707
1846 return true; 1708 return true;
1847} 1709}
1848 1710
1849/* find_key 1711static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1712find_key_ (object *pl, object *container, object *door)
1861{ 1713{
1862 object *tmp, *key; 1714 object *tmp, *key;
1863 1715
1864 /* Should not happen, but sanity checking is never bad */ 1716 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1717 if (!container->inv)
1868 /* First, lets try to find a key in the top level inventory */ 1720 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1721 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1722 {
1871 if (door->type == DOOR && tmp->type == KEY) 1723 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1724 break;
1725
1873 /* For sanity, we should really check door type, but other stuff 1726 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1727 * (like containers) can be locked with special keys
1875 */ 1728 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1729 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1730 break;
1883 * a key, return 1736 * a key, return
1884 */ 1737 */
1885 if (!tmp) 1738 if (!tmp)
1886 { 1739 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1740 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1741 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1742 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1743 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1744 return key;
1894 }
1895 }
1896 1745
1897 if (!tmp) 1746 if (!tmp)
1898 return NULL; 1747 return 0;
1899 } 1748 }
1900 1749
1901 /* We get down here if we have found a key. Now if its in a container, 1750 /* 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 1751 * see if we actually want to use it
1903 */ 1752 */
1904 if (pl != container) 1753 if (pl != container)
1905 { 1754 {
1906 /* Only let players use keys in containers */ 1755 /* Only let players use keys in containers */
1907 if (!pl->contr) 1756 if (!pl->contr)
1908 return NULL; 1757 return 0;
1758
1909 /* cases where this fails: 1759 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1760 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1761 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1762 * If the container is not active, return now since only active
1913 * containers can be used. 1763 * containers can be used.
1917 * inv must have been an container and must have been active. 1767 * inv must have been an container and must have been active.
1918 * 1768 *
1919 * Change the color so that the message doesn't disappear with 1769 * Change the color so that the message doesn't disappear with
1920 * all the others. 1770 * all the others.
1921 */ 1771 */
1922 if (pl->contr->usekeys == key_inventory || 1772 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1773 || !QUERY_FLAG (container, FLAG_APPLIED)
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1774 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1775 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1776 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)); 1777 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1778 return NULL;
1929 } 1779 }
1930 } 1780 }
1931 1781
1932 return tmp; 1782 return tmp;
1783}
1784
1785/* find_key
1786 * We try to find a key for the door as passed. If we find a key
1787 * and successfully use it, we return the key, otherwise NULL
1788 * This function merges both normal and locked door, since the logic
1789 * for both is the same - just the specific key is different.
1790 * pl is the player,
1791 * inv is the objects inventory to searched
1792 * door is the door we are trying to match against.
1793 * This function can be called recursively to search containers.
1794 */
1795object *
1796find_key (object *pl, object *container, object *door)
1797{
1798 if (door->slaying && is_match_expr (door->slaying))
1799 {
1800 // for match expressions, we try to find the key by applying the match
1801 // to the op itself, which is supposed to find the "key", instead
1802 // of searching through containers ourselves.
1803
1804 return match_one (door->slaying, container, door, pl, pl);
1805 }
1806 else
1807 return find_key_ (pl, container, door);
1933} 1808}
1934 1809
1935/* moved door processing out of move_player_attack. 1810/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1811 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1812 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1862 * going to try and move (not fire weapons).
1988 */ 1863 */
1989bool 1864bool
1990move_player_attack (object *op, int dir) 1865move_player_attack (object *op, int dir)
1991{ 1866{
1992 int on_battleground; 1867 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1868 {
1869 --op->speed_left;
1870 return true;
1871 }
1993 1872
1994 sint16 nx = freearr_x[dir] + op->x; 1873 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1874 sint16 ny = freearr_y[dir] + op->y;
1996 1875
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1876 if (out_of_map (op->map, nx, ny))
2000 return false; 1877 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 1878
2008 /* If braced, or can't move to the square, and it is not out of the 1879 /* 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 1880 * 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 1881 * 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 1882 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1942 --op->speed_left;
2072 1943
2073 op->play_sound (sound_find ("push_player")); 1944 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1945 push_ob (mon, dir, op);
2075 1946
2076 if (op->contr->tmp_invis || op->hide) 1947 if (action_makes_visible (op))
2077 make_visible (op); 1948 make_visible (op);
2078 1949
2079 return true; 1950 return true;
2080 } 1951 }
2081 else 1952 else
2082 return false; 1953 return false;
2083 } 1954 }
1955
1956 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1957
2085 /* in certain circumstances, you shouldn't attack friendly 1958 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1959 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't 1960 * someone, but put it inside this loop so that you won't
2088 * attack them either. 1961 * attack them either.
2103 push_ob (mon, dir, op); 1976 push_ob (mon, dir, op);
2104 } 1977 }
2105 else 1978 else
2106 op->statusmsg ("You withhold your attack"); 1979 op->statusmsg ("You withhold your attack");
2107 1980
2108 if (op->contr->tmp_invis || op->hide) 1981 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1982 make_visible (op);
2110 1983
2111 return true; 1984 return true;
2112 } 1985 }
2113 } 1986 }
2153} 2026}
2154 2027
2155bool 2028bool
2156move_player (object *op, int dir) 2029move_player (object *op, int dir)
2157{ 2030{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2031 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 2032 return 0;
2162 2033
2163 /* Sanity check: make sure dir is valid */ 2034 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2035 if (dir < 0 || dir >= 9)
2165 { 2036 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2037 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2038 return 0;
2168 } 2039 }
2169 2040
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2042 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2043 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2044
2174 op->facing = dir; 2045 op->facing = dir;
2175 2046
2176 if (op->hide) 2047 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2048 do_hidden_move (op);
2178 2049
2179 bool retval; 2050 bool retval;
2051 int pick = 0;
2180 2052
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2053 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2054 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2055 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2056 retval = fire (op, dir);
2241 return move_player (op, op->direction); 2113 return move_player (op, op->direction);
2242 2114
2243 return false; 2115 return false;
2244} 2116}
2245 2117
2246int 2118static int
2247save_life (object *op) 2119save_life (object *op)
2248{ 2120{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2121 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0; 2122 return 0;
2251 2123
2298void 2170void
2299object::drop_unpaid_items () 2171object::drop_unpaid_items ()
2300{ 2172{
2301 if (!flag [FLAG_REMOVED]) 2173 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2174 ::drop_unpaid_items (inv, this);
2303}
2304
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340} 2175}
2341 2176
2342void 2177void
2343do_some_living (object *op) 2178do_some_living (object *op)
2344{ 2179{
2499 { 2334 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2335 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2336
2502 if (over_hp > 0) 2337 if (over_hp > 0)
2503 { 2338 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2339 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2340 op->last_heal = 0;
2506 } 2341 }
2507 else 2342 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2344 }
2588 */ 2423 */
2589void 2424void
2590kill_player (object *op) 2425kill_player (object *op)
2591{ 2426{
2592 int x, y; 2427 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2428 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2429 int will_kill_again;
2596 archetype *at; 2430 archetype *at;
2597 object *tmp; 2431 object *tmp;
2598 2432
2599 if (save_life (op)) 2433 if (save_life (op))
2600 return; 2434 return;
2435
2436 dynbuf_text deathtab;
2437
2438 /* restore player */
2439 at = archetype::find (shstr_poisoning);
2440 if (object *tmp = present_arch_in_ob (at, op))
2441 {
2442 tmp->destroy ();
2443 deathtab << "Your body feels cleansed...\r";
2444 }
2445
2446 at = archetype::find (shstr_confusion);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your mind feels clearer...\r";
2451 }
2452
2453 cure_disease (op, 0, 0); /* remove any disease */
2454
2455 max_it (op->stats.hp , op->stats.maxhp);
2456 max_it (op->stats.sp , op->stats.maxsp);
2457 max_it (op->stats.grace, op->stats.maxgrace);
2458
2459 if (op->stats.food <= 0)
2460 op->stats.food = 999;
2461
2462 // remove all spell effects that are active
2463 // to avoid long-term effects such as word-of-recall
2464 for (object *item = op->inv; item; )
2465 {
2466 object *next = item->below;
2467
2468 if (item->type == SPELL_EFFECT && item->active)
2469 item->destroy ();
2470
2471 item = next;
2472 }
2601 2473
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2474 /* 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. 2475 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2476 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2477 */
2606 if (op_on_battleground (op, &x, &y)) 2478 if (op_on_battleground (op, &x, &y))
2607 { 2479 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2480 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 2481
2631 /* create a bodypart-trophy to make the winner happy */ 2482 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2483 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2484
2634 tmp->name = format ("%s's finger" , &op->name); 2485 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2486 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2487 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2488 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title, 2489 &op->name, op->contr->title,
2639 (int)op->level, 2490 (int)op->level,
2640 op->contr->killer_name () 2491 op->contr->killer_name ()
2641 ); 2492 );
2642 tmp->value = 0, tmp->type = 0; 2493 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2494 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2495 tmp->insert_at (op, tmp);
2645 }
2646 2496
2647 /* teleport defeated player to new destination */ 2497 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2498 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2499 op->contr->braced = 0;
2500
2501 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2502 return;
2651 } 2503 }
2504
2505 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2506 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2507
2653 INVOKE_PLAYER (DEATH, op->contr); 2508 INVOKE_PLAYER (DEATH, op->contr);
2654 2509
2655 command_kill_pets (op, 0); 2510 command_kill_pets (op, 0);
2656 2511
2690 2545
2691 lost_a_stat = 0; 2546 lost_a_stat = 0;
2692 2547
2693 for (z = 0; z < num_stats_lose; z++) 2548 for (z = 0; z < num_stats_lose; z++)
2694 { 2549 {
2695 i = RANDOM () % NUM_STATS; 2550 i = rndm (NUM_STATS);
2696 2551
2697 if (settings.stat_loss_on_death) 2552 if (settings.stat_loss_on_death)
2698 { 2553 {
2699 /* Pick a random stat and take a point off it. Tell the player 2554 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2555 * what he lost.
2707 lost_a_stat = 1; 2562 lost_a_stat = 1;
2708 } 2563 }
2709 else 2564 else
2710 { 2565 {
2711 /* deplete a stat */ 2566 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2567 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2568 object *dep;
2714 2569
2715 dep = present_arch_in_ob (deparch, op); 2570 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2571 if (!dep)
2717 { 2572 {
2718 dep = arch_to_object (deparch); 2573 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2574 insert_ob_in_ob (dep, op);
2720 } 2575 }
2721 lose_this_stat = 1; 2576 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2577 if (settings.balanced_stat_loss)
2723 { 2578 {
2751 } 2606 }
2752 } 2607 }
2753 2608
2754 if (lose_this_stat) 2609 if (lose_this_stat)
2755 { 2610 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2611 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2612 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2613 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2614 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2615 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2616 * difference.
2775 /* If no stat lost, tell the player. */ 2630 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2631 if (!lost_a_stat)
2777 { 2632 {
2778 /* determine_god() seems to not work sometimes... why is this? 2633 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2634 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2635 shstr_tmp god = determine_god (op);
2781 2636
2782 if (god && (strcmp (god, "none"))) 2637 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); 2638 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2639 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2640 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2641 }
2787#else 2642#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2643 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2644#endif
2790 2645
2791 /* Put a gravestone up where the character 'almost' died. List the 2646 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2647 * exp loss on the stone.
2793 */ 2648 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2649 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2650 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2651 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 ()); 2652 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2653 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2654 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2655 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2656
2801 /**************************************/ 2657 /**************************************/
2802 /* */ 2658 /* */
2803 /* Subtract the experience points, */ 2659 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2660 /* */
2807 /**************************************/ 2661 /**************************************/
2808 2662
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)); */ 2663 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2664 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 2665
2852 /* 2666 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2667 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2668 * and put them back in the map.
2855 */ 2669 */
2890 if (will_kill_again & (1 << at)) 2704 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2705 force->resist[at] = 100;
2892 2706
2893 insert_ob_in_ob (force, op); 2707 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2708 op->update_stats ();
2895
2896 } 2709 }
2897 2710
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2711 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2712}
2900 2713
2901void 2714static void
2902loot_object (object *op) 2715loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2716{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2717 object *tmp, *tmp2, *next;
2905 2718
2906 op->close_container (); /* close open sack first */ 2719 op->close_container (); /* close open sack first */
2937 * fix_weight(): Check recursively the weight of all players, and fix 2750 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2751 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2752 * was changed.
2940 */ 2753 */
2941void 2754void
2942fix_weight (void) 2755fix_weight ()
2943{ 2756{
2944 for_all_players (pl) 2757 for_all_players (pl)
2945 { 2758 {
2946 sint32 old = pl->ob->carrying; 2759 sint32 old = pl->ob->carrying;
2947 2760
2954 } 2767 }
2955 } 2768 }
2956} 2769}
2957 2770
2958void 2771void
2959fix_luck (void) 2772fix_luck ()
2960{ 2773{
2961 for_all_players (pl) 2774 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2775 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2776 pl->ob->change_luck (0);
2964} 2777}
3001} 2814}
3002 2815
3003void 2816void
3004make_visible (object *op) 2817make_visible (object *op)
3005{ 2818{
3006 op->hide = 0; 2819 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2820 op->invisible = 0;
3008 2821
3009 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3010 { 2823 {
3011 op->contr->tmp_invis = 0; 2824 op->contr->tmp_invis = 0;
3036 2849
3037 if (!ob || !ob->map) 2850 if (!ob || !ob->map)
3038 return 0; 2851 return 0;
3039 2852
3040 /* so, on normal lighted maps, its hard to hide */ 2853 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2854 level = ob->map->darklevel () - 2;
3042 2855
3043 /* this also picks up whether the object is glowing. 2856 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2857 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2858 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2859 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2860 level = -(10 + (2 * ob->map->darklevel ()));
3048 2861
3049 /* scan through all nearby squares for terrain to hide in */ 2862 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2863 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2864 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2865 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3012 while (op)
3200 { 3013 {
3201 dx = rv.distance_x + op->arch->x; 3014 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3015 dy = rv.distance_y + op->arch->y;
3203 3016
3204 /* only the viewable area the player sees is updated by LOS 3017 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; 3018 return 1;
3212 3019
3213 op = op->more; 3020 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 3021 }
3243 3022
3244 return 0; 3023 return 0;
3245} 3024}
3246 3025
3270 && tmp->name == shstr_battleground 3049 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3050 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3051 {
3273 /* before we assign the exit, check if this is a teambattle */ 3052 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3053 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3054 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3056 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3057 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3059
3283 return 1; 3060 return 1;
3284 }
3285 } 3061 }
3286 }
3287 3062
3288 if (x && y) 3063 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3065
3291 return 1; 3066 return 1;
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3224 }
3450 else 3225 else
3451 { 3226 {
3452 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3230 who->insert (tmp);
3456 } 3231 }
3457} 3232}
3458 3233
3462 */ 3237 */
3463void 3238void
3464player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3465{ 3240{
3466 if (pl->ob->current_weapon == ob) 3241 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0; 3242 pl->ob->change_weapon (0);
3468 3243
3469 if (pl->combat_ob == ob) 3244 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0; 3245 pl->combat_ob = 0;
3471 3246
3472 if (pl->ranged_ob == ob) 3247 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3248 pl->ranged_ob = 0;
3474} 3249}
3475 3250
3251//-GPL
3252
3476sint8 3253sint8
3477player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3478{ 3255{
3479 if (!ns) 3256 if (!ns)
3480 return 0; 3257 return LOS_BLOCKED;
3481 3258
3482 int dx, dy; 3259 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3261 return LOS_BLOCKED;
3485 3262
3486 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3488 3265
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]; 3266 return blocked_los (x, y);
3493} 3267}
3494 3268
3495void 3269void
3496player::infobox (const char *title, const char *msg, int color) 3270player::infobox (const char *title, const char *msg, int color)
3497{ 3271{

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