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Comparing deliantra/server/server/player.C (file contents):
Revision 1.206 by root, Mon Sep 29 10:20:49 2008 UTC vs.
Revision 1.230 by root, Sat Jun 27 08:25:36 2009 UTC

210 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
211 211
212 ns->update_look = 0; 212 ns->update_look = 0;
213 ns->look_position = 0; 213 ns->look_position = 0;
214 214
215 clear_los (this); 215 clear_los ();
216 216
217 ns->reset_stats (); 217 ns->reset_stats ();
218 218
219 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
366 attachable::do_destroy (); 366 attachable::do_destroy ();
367 367
368 if (ob) 368 if (ob)
369 { 369 {
370 ob->destroy_inv (false); 370 ob->destroy_inv (false);
371 ob->destroy (true); 371 ob->destroy ();
372 } 372 }
373 373
374 ob = observe = 0; 374 ob = observe = 0;
375} 375}
376 376
668 || op->type == CLOAK || op->type == HELMET 668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 672 {
673 op->destroy (true); 673 op->destroy ();
674 continue; 674 continue;
675 } 675 }
676 } 676 }
677 677
678 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 681 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
685 { 683 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
686 {
687 op->destroy ();
688 LOG (llevError,
689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690 break; 690 break;
691
692 if (tmp)
693 {
694 op->destroy (true);
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 } 691 }
698 692
699 if (op->nrof > 1) 693 if (op->nrof > 1)
700 op->nrof = 1; 694 op->nrof = 1;
701 } 695 }
702 696
714 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 709 }
716 710
717 if (op->type == SPELL) 711 if (op->type == SPELL)
718 { 712 {
719 op->destroy (true); 713 op->destroy ();
720 continue; 714 continue;
721 } 715 }
722 else if (op->type == SKILL) 716 else if (op->type == SKILL)
723 { 717 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
931 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
933 return; 927 return;
934 } 928 }
935 929
936 if (op->enemy == NULL) 930 if (!op->enemy)
937 { 931 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
940 return; 934 return;
941 } 935 }
942 936
943 /* Seen some crashes here. Since we don't store an
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL;
951 return;
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 { 938 {
956 op->enemy = NULL; 939 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 941 return;
961 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
962 945
963 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
965 { 948 {
966 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
967 950
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return; 952 return;
970 } 953 }
971 954
982check_pick (object *op) 965check_pick (object *op)
983{ 966{
984 object *tmp, *next; 967 object *tmp, *next;
985 int stop = 0; 968 int stop = 0;
986 int wvratio; 969 int wvratio;
987 char putstring[128];
988 970
989 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
990 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
991 return 1; 973 return 1;
992 974
1016 998
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 1000 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
1003
1021 continue; 1004 continue;
1022 } 1005 }
1023 1006
1024 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1026 { 1069 {
1027 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 1129 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 1130 CHK_PICK_PICKUP;
1033 return 1; 1131 continue;
1034 case 2:
1035 CHK_PICK_PICKUP;
1036 return 0;
1037 case 3:
1038 return 0; /* stop before pickup */
1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1050 break;
1051
1052 case 7:
1053 if (tmp->type == MONEY || tmp->type == GEM)
1054 CHK_PICK_PICKUP;
1055 break;
1056
1057 default:
1058 /* use value density */
1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1061 CHK_PICK_PICKUP;
1062 } 1132 }
1063 } 1133 }
1064 else 1134
1065 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1068 { 1138 {
1069 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue; 1140 continue;
1141 }
1116 1142
1117 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1119 continue; 1148 continue;
1149 }
1120 1150
1121 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1122 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1123 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1124 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1125 { 1222 {
1126 CHK_PICK_PICKUP; 1223 CHK_PICK_PICKUP;
1127 continue; 1224 continue;
1128 } 1225 }
1226 }
1129 1227
1228 /* misc stuff that's useful */
1130 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1132 { 1231 {
1133 CHK_PICK_PICKUP; 1232 CHK_PICK_PICKUP;
1134 continue; 1233 continue;
1135 } 1234 }
1136 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1137 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1138 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1139 { 1243 */
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 { 1246 {
1184 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1185 { 1250 {
1186 CHK_PICK_PICKUP; 1251 fprintf (stderr, "%s", tmp->name);
1187 continue;
1188 } 1252 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1316#if 0
1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318 if (tmp->name != NULL)
1319 {
1320 fprintf (stderr, "%s", tmp->name);
1321 }
1322 else 1253 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326#endif 1257#endif
1258 CHK_PICK_PICKUP;
1327 continue; 1259 continue;
1328 }
1329 } 1260 }
1330 } /* the new pickup model */ 1261 } /* the new pickup model */
1331 } 1262 }
1332 1263
1333 return !stop; 1264 return !stop;
1361 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1362 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1363 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1295 */
1365object * 1296object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1298{
1368 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1370 1301
1371 if (!type) 1302 if (!type)
1375 { 1306 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 { 1308 {
1378 i = 0; 1309 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1380 if (i > betterby) 1312 if (i > betterby)
1381 { 1313 {
1382 tmp = ntmp; 1314 tmp = ntmp;
1383 betterby = i; 1315 betterby = i;
1384 } 1316 }
1385 } 1317 }
1386 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1387 { 1319 {
1388 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1390 { 1322 {
1391 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1392 { 1324 {
1393 *better = 100; 1325 *better = 100;
1394 return arrow; 1326 return arrow;
1409 { 1341 {
1410 tmp = arrow; 1342 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1344 }
1413 } 1345 }
1346
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1348 {
1416 tmp = arrow; 1349 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1351 }
1352
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1354 {
1421 tmp = arrow; 1355 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1357 }
1437 * op = the shooter 1371 * op = the shooter
1438 * type = bow->race 1372 * type = bow->race
1439 * dir = fire direction 1373 * dir = fire direction
1440 */ 1374 */
1441object * 1375object *
1442pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1377{
1444 object *tmp = NULL; 1378 object *tmp = NULL;
1445 maptile *m; 1379 maptile *m;
1446 int i, mflags, found, number; 1380 int i, mflags, found, number;
1447 sint16 x, y; 1381 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1463 { 1397 {
1464 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1403 {
1469 tmp = NULL; 1404 tmp = 0;
1470 break; 1405 break;
1471 } 1406 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1408 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1476 */ 1411 */
1477 tmp = NULL; 1412 tmp = 0;
1478 break; 1413 break;
1479 } 1414 }
1415
1480 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1419 break;
1490 }
1491 } 1420 }
1492 if (tmp == NULL) 1421
1422 if (!tmp)
1493 return find_arrow (op, type); 1423 return find_arrow (op, type);
1494 1424
1495 if (tmp->head) 1425 if (tmp->head)
1496 tmp = tmp->head; 1426 tmp = tmp->head;
1497 1427
1542 if (bow->below) 1472 if (bow->below)
1543 { 1473 {
1544 bow->remove (); 1474 bow->remove ();
1545 op->insert (bow); 1475 op->insert (bow);
1546 } 1476 }
1547
1548 } 1477 }
1549 1478
1550 if (!bow->race || !bow->skill) 1479 if (!bow->race || !bow->skill)
1551 { 1480 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 1508
1580 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1581 if (arrow->nrof == 0) 1510 if (arrow->nrof == 0)
1582 { 1511 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); 1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (true); 1513 arrow->destroy ();
1585 return 0; 1514 return 0;
1586 } 1515 }
1587 1516
1588 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1589 arrow = arrow->split (); 1518 arrow = arrow->split ();
1598 arrow->direction = dir; 1527 arrow->direction = dir;
1599 1528
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1529 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1530 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1531 arrow->stats.grace = arrow->attacktype;
1603 1532 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1533
1607#if 0 1534#if 0
1608 if (player *pl = op->contr) 1535 if (player *pl = op->contr)
1609 { 1536 {
1610 float speed = pl->weapon_sp; 1537 float speed = pl->weapon_sp;
1675 * hence the function name. 1602 * hence the function name.
1676 */ 1603 */
1677int 1604int
1678player_fire_bow (object *op, int dir) 1605player_fire_bow (object *op, int dir)
1679{ 1606{
1680 int ret = 0, wcmod = 0; 1607 int ret;
1681 1608
1682 if (op->contr->bowtype == bow_bestarrow) 1609 if (op->contr->bowtype == bow_bestarrow)
1683 { 1610 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1611 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1612 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1613 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1614 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1615 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); 1616 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1617 }
1693 else if (op->contr->bowtype == bow_threewide) 1618 else if (op->contr->bowtype == bow_threewide)
1694 { 1619 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1620 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)]); 1621 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)]); 1622 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1623 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1624 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1625 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1626 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); 1627 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); 1628 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1629 }
1705 else 1630 else
1706 { 1631 {
1763 } 1688 }
1764 } 1689 }
1765 1690
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1691 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1692 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1693 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1694
1769 if (item->type == WAND) 1695 if (item->type == WAND)
1770 { 1696 {
1771 if (!(--item->stats.food)) 1697 if (!(--item->stats.food))
1772 { 1698 {
1773 object *tmp; 1699 object *tmp;
1793bool 1719bool
1794fire (object *op, int dir) 1720fire (object *op, int dir)
1795{ 1721{
1796 int spellcost = 0; 1722 int spellcost = 0;
1797 1723
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1724 player *pl = op->contr;
1803 1725
1804 if (pl->golem) 1726 if (pl->golem)
1805 { 1727 {
1806 control_golem (op->contr->golem, dir); 1728 control_golem (op->contr->golem, dir);
1808 } 1730 }
1809 1731
1810 object *ob = pl->ranged_ob; 1732 object *ob = pl->ranged_ob;
1811 1733
1812 if (!ob) 1734 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1735 return false;
1817 1736
1818 if (op->speed_left > 0.f) 1737 if (op->speed_left > 0.f)
1819 --op->speed_left; 1738 --op->speed_left;
1820 else 1739 else
1821 return false; 1740 return false;
1822 1741
1742 if (!op->change_weapon (ob))
1743 return false;
1744
1745 /* check for loss of invisiblity/hide */
1746 if (action_makes_visible (op))
1747 make_visible (op);
1748
1823 switch (ob->type) 1749 switch (ob->type)
1824 { 1750 {
1825 case BOW: 1751 case BOW:
1826 player_fire_bow (op, dir); 1752 player_fire_bow (op, dir);
1827 break; 1753 break;
1828 1754
1829 case SPELL: 1755 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1756 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1757 break;
1832 1758
1833 case BUILDER: 1759 case BUILDER:
1834 apply_map_builder (op, dir); 1760 apply_map_builder (op, dir);
1835 break; 1761 break;
1919 * Change the color so that the message doesn't disappear with 1845 * Change the color so that the message doesn't disappear with
1920 * all the others. 1846 * all the others.
1921 */ 1847 */
1922 if (pl->contr->usekeys == key_inventory || 1848 if (pl->contr->usekeys == key_inventory ||
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1849 !QUERY_FLAG (container, FLAG_APPLIED) ||
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1850 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1851 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1852 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)); 1853 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1854 return NULL;
1929 } 1855 }
2071 --op->speed_left; 1997 --op->speed_left;
2072 1998
2073 op->play_sound (sound_find ("push_player")); 1999 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 2000 push_ob (mon, dir, op);
2075 2001
2076 if (op->contr->tmp_invis || op->hide) 2002 if (action_makes_visible (op))
2077 make_visible (op); 2003 make_visible (op);
2078 2004
2079 return true; 2005 return true;
2080 } 2006 }
2081 else 2007 else
2103 push_ob (mon, dir, op); 2029 push_ob (mon, dir, op);
2104 } 2030 }
2105 else 2031 else
2106 op->statusmsg ("You withhold your attack"); 2032 op->statusmsg ("You withhold your attack");
2107 2033
2108 if (op->contr->tmp_invis || op->hide) 2034 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 2035 make_visible (op);
2110 2036
2111 return true; 2037 return true;
2112 } 2038 }
2113 } 2039 }
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2097 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2098 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2099
2174 op->facing = dir; 2100 op->facing = dir;
2175 2101
2176 if (op->hide) 2102 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2103 do_hidden_move (op);
2178 2104
2179 bool retval; 2105 bool retval;
2180 2106
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2107 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2179 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 { 2180 {
2255 op->play_sound (sound_find ("ob_evaporate")); 2181 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2182 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 2183
2258 tmp->destroy (true); 2184 tmp->destroy ();
2259 CLEAR_FLAG (op, FLAG_LIFESAVE); 2185 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260 2186
2261 if (op->stats.hp < 0) 2187 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2188 op->stats.hp = op->stats.maxhp;
2263 2189
2499 { 2425 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2426 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2427
2502 if (over_hp > 0) 2428 if (over_hp > 0)
2503 { 2429 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2430 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2431 op->last_heal = 0;
2506 } 2432 }
2507 else 2433 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2434 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2435 }
2569 op->stats.food = 0; 2495 op->stats.food = 0;
2570 2496
2571 if (op->stats.hp < 0) 2497 if (op->stats.hp < 0)
2572 { 2498 {
2573 op->contr->killer = archetype::get ("killer_starvation"); 2499 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true); 2500 op->contr->killer->destroy ();
2575 } 2501 }
2576 } 2502 }
2577 2503
2578 /* killer should be set here already */ 2504 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2505 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 */ 2514 */
2589void 2515void
2590kill_player (object *op) 2516kill_player (object *op)
2591{ 2517{
2592 int x, y; 2518 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2519 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2520 int will_kill_again;
2596 archetype *at; 2521 archetype *at;
2597 object *tmp; 2522 object *tmp;
2598 2523
2599 if (save_life (op)) 2524 if (save_life (op))
2600 return; 2525 return;
2526
2527 dynbuf_text deathtab;
2528
2529 /* restore player */
2530 at = archetype::find ("poisoning");
2531 if (object *tmp = present_arch_in_ob (at, op))
2532 {
2533 tmp->destroy ();
2534 deathtab << "Your body feels cleansed...\r";
2535 }
2536
2537 at = archetype::find ("confusion");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 deathtab << "Your mind feels clearer...\r";
2542 }
2543
2544 cure_disease (op, 0, 0); /* remove any disease */
2545
2546 max_it (op->stats.hp , op->stats.maxhp);
2547 max_it (op->stats.sp , op->stats.maxsp);
2548 max_it (op->stats.grace, op->stats.maxgrace);
2549
2550 if (op->stats.food <= 0)
2551 op->stats.food = 999;
2552
2553 // remove all spell effects that are active
2554 // to avoid long-term effects such as word-of-recall
2555 for (object *item = op->inv; item; )
2556 {
2557 object *next = item->below;
2558
2559 if (item->type == SPELL_EFFECT && item->active)
2560 item->destroy ();
2561
2562 item = next;
2563 }
2601 2564
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2565 /* 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. 2566 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2567 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2568 */
2606 if (op_on_battleground (op, &x, &y)) 2569 if (op_on_battleground (op, &x, &y))
2607 { 2570 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2571 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 (true);
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 (true);
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 2572
2631 /* create a bodypart-trophy to make the winner happy */ 2573 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2574 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2575 {
2634 tmp->name = format ("%s's finger" , &op->name); 2576 tmp->name = format ("%s's finger" , &op->name);
2645 } 2587 }
2646 2588
2647 /* teleport defeated player to new destination */ 2589 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2590 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2591 op->contr->braced = 0;
2592
2593 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2594 return;
2651 } 2595 }
2596
2597 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2598 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2599
2653 INVOKE_PLAYER (DEATH, op->contr); 2600 INVOKE_PLAYER (DEATH, op->contr);
2654 2601
2655 command_kill_pets (op, 0); 2602 command_kill_pets (op, 0);
2656 2603
2690 2637
2691 lost_a_stat = 0; 2638 lost_a_stat = 0;
2692 2639
2693 for (z = 0; z < num_stats_lose; z++) 2640 for (z = 0; z < num_stats_lose; z++)
2694 { 2641 {
2695 i = RANDOM () % NUM_STATS; 2642 i = rndm (NUM_STATS);
2696 2643
2697 if (settings.stat_loss_on_death) 2644 if (settings.stat_loss_on_death)
2698 { 2645 {
2699 /* Pick a random stat and take a point off it. Tell the player 2646 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2647 * what he lost.
2751 } 2698 }
2752 } 2699 }
2753 2700
2754 if (lose_this_stat) 2701 if (lose_this_stat)
2755 { 2702 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2703 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2704 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2705 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2706 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2707 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2708 * difference.
2775 /* If no stat lost, tell the player. */ 2722 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2723 if (!lost_a_stat)
2777 { 2724 {
2778 /* determine_god() seems to not work sometimes... why is this? 2725 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2726 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2727 shstr_tmp god = determine_god (op);
2781 2728
2782 if (god && (strcmp (god, "none"))) 2729 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); 2730 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2731 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2732 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2733 }
2787#else 2734#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2735 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2736#endif
2790 2737
2791 /* Put a gravestone up where the character 'almost' died. List the 2738 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2739 * exp loss on the stone.
2793 */ 2740 */
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2748
2802 /**************************************/ 2749 /**************************************/
2803 /* */ 2750 /* */
2804 /* Subtract the experience points, */ 2751 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2752 /* */
2808 /**************************************/ 2753 /**************************************/
2809 2754
2810 /* remove any poisoning and confusion the character may be suffering. */
2811 /* restore player */
2812 at = archetype::find ("poisoning");
2813 tmp = present_arch_in_ob (at, op);
2814
2815 if (tmp)
2816 {
2817 tmp->destroy (true);
2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819 }
2820
2821 at = archetype::find ("confusion");
2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp)
2824 {
2825 tmp->destroy (true);
2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827 }
2828
2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy (true);
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2755 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2756 apply_death_exp_penalty (op);
2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852 2757
2853 /* 2758 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2759 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2760 * and put them back in the map.
2856 */ 2761 */
2893 2798
2894 insert_ob_in_ob (force, op); 2799 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2800 op->update_stats ();
2896 } 2801 }
2897 2802
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2803 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2804}
2900 2805
2901void 2806void
2902loot_object (object *op) 2807loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2808{ /* Grab and destroy some treasure */
2924 { 2829 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2830 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2831 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 } 2832 }
2928 else 2833 else
2929 tmp->destroy (true); 2834 tmp->destroy ();
2930 } 2835 }
2931 else 2836 else
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2838 }
2934} 2839}
2995 if (op->type == PLAYER) 2900 if (op->type == PLAYER)
2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2901 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2997 2902
2998 cast_spell (op, throw_ob, dir, spob, NULL); 2903 cast_spell (op, throw_ob, dir, spob, NULL);
2999 2904
3000 throw_ob->destroy (true); 2905 throw_ob->destroy ();
3001} 2906}
3002 2907
3003void 2908void
3004make_visible (object *op) 2909make_visible (object *op)
3005{ 2910{
3006 op->hide = 0; 2911 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2912 op->invisible = 0;
3008 2913
3009 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3010 { 2915 {
3011 op->contr->tmp_invis = 0; 2916 op->contr->tmp_invis = 0;
3036 2941
3037 if (!ob || !ob->map) 2942 if (!ob || !ob->map)
3038 return 0; 2943 return 0;
3039 2944
3040 /* so, on normal lighted maps, its hard to hide */ 2945 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2946 level = ob->map->darklevel () - 2;
3042 2947
3043 /* this also picks up whether the object is glowing. 2948 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2949 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2950 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2951 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2952 level = -(10 + (2 * ob->map->darklevel ()));
3048 2953
3049 /* scan through all nearby squares for terrain to hide in */ 2954 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2955 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2956 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2957 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3104 while (op)
3200 { 3105 {
3201 dx = rv.distance_x + op->arch->x; 3106 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3107 dy = rv.distance_y + op->arch->y;
3203 3108
3204 /* only the viewable area the player sees is updated by LOS 3109 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; 3110 return 1;
3212 3111
3213 op = op->more; 3112 op = op->more;
3214 } 3113 }
3215 3114
3216 return 0; 3115 return 0;
3217} 3116}
3218 3117
3219/* routine for both players and monsters. We call this when 3118/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3119 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3120 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3121 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3122 * return 0.
3224 */ 3123 */
3225int 3124int
3226action_makes_visible (object *op) 3125action_makes_visible (object *op)
3227{ 3126{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3127 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3128 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3129 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3130 {
3131 // artefact invisibility is permanent, but we still make noise
3132 // this is important for game-balance.
3133 if (op->contr)
3134 op->make_noise ();
3135
3231 return 0; 3136 return 0;
3137 }
3232 3138
3233 if (op->contr && op->contr->tmp_invis == 0) 3139 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3140 return 0;
3235 3141
3236 /* If monsters, they should become visible */ 3142 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3143 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 { 3144 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1; 3146 return 1;
3241 } 3147 }
3242 } 3148 }
3243 3149
3244 return 0; 3150 return 0;
3472 if (pl->ranged_ob == ob) 3378 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3379 pl->ranged_ob = 0;
3474} 3380}
3475 3381
3476sint8 3382sint8
3477player::visibility_at (maptile *map, int x, int y) const 3383player::darkness_at (maptile *map, int x, int y) const
3478{ 3384{
3479 if (!ns) 3385 if (!ns)
3480 return 0; 3386 return LOS_BLOCKED;
3481 3387
3482 int dx, dy; 3388 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3389 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3390 return LOS_BLOCKED;
3485 3391
3486 x += dx - ns->current_x + ns->mapx / 2; 3392 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3393 y += dy - ns->current_y;
3488 3394
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]; 3395 return blocked_los (x, y);
3493} 3396}
3494 3397
3495void 3398void
3496player::infobox (const char *title, const char *msg, int color) 3399player::infobox (const char *title, const char *msg, int color)
3497{ 3400{

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