ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.206 by root, Mon Sep 29 10:20:49 2008 UTC vs.
Revision 1.235 by root, Wed Nov 4 17:24:00 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
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. */ 38/* This loads the first map an puts the player on it. */
155static void 39static void
156set_first_map (object *op) 40set_first_map (object *op)
157{ 41{
158 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
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 (); 139 activate ();
256 140
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
281 ns->reset_stats (); 161 ns->reset_stats ();
282 ns->pl = 0; 162 ns->pl = 0;
283 ns = 0; 163 ns = 0;
284 } 164 }
285 165
286 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
287 169
288 deactivate (); 170 deactivate ();
289} 171}
290 172
291// the need for this function can be explained 173// the need for this function can be explained
292// by load_object not returning the object 174// by load_object not returning the object
293void 175void
294player::set_object (object *op) 176player::set_object (object *op)
295{ 177{
296 ob = observe = op; 178 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
298 180
299 ob->speed = 1.0f; 181 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
301 183
330} 212}
331 213
332void 214void
333player::set_observe (object *op) 215player::set_observe (object *op)
334{ 216{
335 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
336 do_los = 1; 225 do_los = 1;
337} 226}
338 227
339player::player () 228player::player ()
340{ 229{
366 attachable::do_destroy (); 255 attachable::do_destroy ();
367 256
368 if (ob) 257 if (ob)
369 { 258 {
370 ob->destroy_inv (false); 259 ob->destroy_inv (false);
371 ob->destroy (true); 260 ob->destroy ();
372 } 261 }
373 262
374 ob = observe = 0; 263 ob = observe = viewpoint = 0;
375} 264}
376 265
377player::~player () 266player::~player ()
378{ 267{
379 /* Clear item stack */ 268 /* Clear item stack */
668 || op->type == CLOAK || op->type == HELMET 557 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 558 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 559 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 561 {
673 op->destroy (true); 562 op->destroy ();
674 continue; 563 continue;
675 } 564 }
676 } 565 }
677 566
678 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 570 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
685 { 572 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
575 {
576 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690 break; 579 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 } 580 }
698 581
699 if (op->nrof > 1) 582 if (op->nrof > 1)
700 op->nrof = 1; 583 op->nrof = 1;
701 } 584 }
702 585
714 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 598 }
716 599
717 if (op->type == SPELL) 600 if (op->type == SPELL)
718 { 601 {
719 op->destroy (true); 602 op->destroy ();
720 continue; 603 continue;
721 } 604 }
722 else if (op->type == SKILL) 605 else if (op->type == SKILL)
723 { 606 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
931 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
933 return; 816 return;
934 } 817 }
935 818
936 if (op->enemy == NULL) 819 if (!op->enemy)
937 { 820 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
940 return; 823 return;
941 } 824 }
942 825
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)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 { 827 {
956 op->enemy = NULL; 828 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 830 return;
961 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
962 834
963 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
965 { 837 {
966 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
967 839
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return; 841 return;
970 } 842 }
971 843
982check_pick (object *op) 854check_pick (object *op)
983{ 855{
984 object *tmp, *next; 856 object *tmp, *next;
985 int stop = 0; 857 int stop = 0;
986 int wvratio; 858 int wvratio;
987 char putstring[128];
988 859
989 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
990 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
991 return 1; 862 return 1;
992 863
1016 887
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 889 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 891 CHK_PICK_PICKUP;
892
1021 continue; 893 continue;
1022 } 894 }
1023 895
1024 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1026 { 958 {
1027 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 1018 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1033 return 1; 1020 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 } 1021 }
1063 } 1022 }
1064 else 1023
1065 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1068 { 1027 {
1069 /* some debugging code to figure out item information */ 1028 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; 1029 continue;
1030 }
1116 1031
1117 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1119 continue; 1037 continue;
1038 }
1120 1039
1121 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1122 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1123 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1124 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1125 { 1111 {
1126 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1127 continue; 1113 continue;
1128 } 1114 }
1115 }
1129 1116
1117 /* misc stuff that's useful */
1130 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1132 { 1120 {
1133 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1134 continue; 1122 continue;
1135 } 1123 }
1136 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1137 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1138 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1139 { 1132 */
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) 1133 wvratio = op->contr->mode & PU_RATIO;
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 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 { 1135 {
1184 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1185 { 1139 {
1186 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1187 continue;
1188 } 1141 }
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 1142 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326#endif 1146#endif
1147 CHK_PICK_PICKUP;
1327 continue; 1148 continue;
1328 }
1329 } 1149 }
1330 } /* the new pickup model */ 1150 } /* the new pickup model */
1331 } 1151 }
1332 1152
1333 return !stop; 1153 return !stop;
1361 * against the target. A full test is not performed, simply a basic test 1181 * 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 1182 * 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. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1184 */
1365object * 1185object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1187{
1368 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1370 1190
1371 if (!type) 1191 if (!type)
1375 { 1195 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 { 1197 {
1378 i = 0; 1198 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1380 if (i > betterby) 1201 if (i > betterby)
1381 { 1202 {
1382 tmp = ntmp; 1203 tmp = ntmp;
1383 betterby = i; 1204 betterby = i;
1384 } 1205 }
1385 } 1206 }
1386 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1387 { 1208 {
1388 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1390 { 1211 {
1391 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1392 { 1213 {
1393 *better = 100; 1214 *better = 100;
1394 return arrow; 1215 return arrow;
1409 { 1230 {
1410 tmp = arrow; 1231 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1233 }
1413 } 1234 }
1235
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1237 {
1416 tmp = arrow; 1238 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1240 }
1241
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1243 {
1421 tmp = arrow; 1244 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1246 }
1437 * op = the shooter 1260 * op = the shooter
1438 * type = bow->race 1261 * type = bow->race
1439 * dir = fire direction 1262 * dir = fire direction
1440 */ 1263 */
1441object * 1264object *
1442pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1266{
1444 object *tmp = NULL; 1267 object *tmp = NULL;
1445 maptile *m; 1268 maptile *m;
1446 int i, mflags, found, number; 1269 int i, mflags, found, number;
1447 sint16 x, y; 1270 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1463 { 1286 {
1464 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1292 {
1469 tmp = NULL; 1293 tmp = 0;
1470 break; 1294 break;
1471 } 1295 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1297 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1476 */ 1300 */
1477 tmp = NULL; 1301 tmp = 0;
1478 break; 1302 break;
1479 } 1303 }
1304
1480 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1308 break;
1490 }
1491 } 1309 }
1492 if (tmp == NULL) 1310
1311 if (!tmp)
1493 return find_arrow (op, type); 1312 return find_arrow (op, type);
1494 1313
1495 if (tmp->head) 1314 if (tmp->head)
1496 tmp = tmp->head; 1315 tmp = tmp->head;
1497 1316
1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538 return 0; 1357 return 0;
1539 } 1358 }
1540 1359
1541 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below) 1361 splay (bow);
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1548 } 1362 }
1549 1363
1550 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1551 { 1365 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 1393
1580 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1581 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1582 { 1396 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); 1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (true); 1398 arrow->destroy ();
1585 return 0; 1399 return 0;
1586 } 1400 }
1587 1401
1588 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1589 arrow = arrow->split (); 1403 arrow = arrow->split ();
1598 arrow->direction = dir; 1412 arrow->direction = dir;
1599 1413
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1603 1417 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1418
1607#if 0 1419#if 0
1608 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1609 { 1421 {
1610 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1675 * hence the function name. 1487 * hence the function name.
1676 */ 1488 */
1677int 1489int
1678player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1679{ 1491{
1680 int ret = 0, wcmod = 0; 1492 int ret;
1681 1493
1682 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1683 { 1495 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1497 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1499 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 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); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1502 }
1693 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1694 { 1504 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 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)]); 1506 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)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1508 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1510 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 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); 1512 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); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1514 }
1705 else 1515 else
1706 { 1516 {
1763 } 1573 }
1764 } 1574 }
1765 1575
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1577 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1769 if (item->type == WAND) 1580 if (item->type == WAND)
1770 { 1581 {
1771 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1772 { 1583 {
1773 object *tmp; 1584 object *tmp;
1793bool 1604bool
1794fire (object *op, int dir) 1605fire (object *op, int dir)
1795{ 1606{
1796 int spellcost = 0; 1607 int spellcost = 0;
1797 1608
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1609 player *pl = op->contr;
1803 1610
1804 if (pl->golem) 1611 if (pl->golem)
1805 { 1612 {
1806 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1808 } 1615 }
1809 1616
1810 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1811 1618
1812 if (!ob) 1619 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false; 1620 return false;
1817 1621
1818 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1819 --op->speed_left; 1623 --op->speed_left;
1820 else 1624 else
1821 return false; 1625 return false;
1822 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1823 switch (ob->type) 1634 switch (ob->type)
1824 { 1635 {
1825 case BOW: 1636 case BOW:
1826 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1827 break; 1638 break;
1828 1639
1829 case SPELL: 1640 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1642 break;
1832 1643
1833 case BUILDER: 1644 case BUILDER:
1834 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1835 break; 1646 break;
1868 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1681 {
1871 if (door->type == DOOR && tmp->type == KEY) 1682 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1683 break;
1684
1873 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
1875 */ 1687 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1689 break;
1883 * a key, return 1695 * a key, return
1884 */ 1696 */
1885 if (!tmp) 1697 if (!tmp)
1886 { 1698 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1701 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1702 if ((key = find_key (pl, tmp, door)))
1893 return key; 1703 return key;
1894 }
1895 }
1896 1704
1897 if (!tmp) 1705 if (!tmp)
1898 return NULL; 1706 return 0;
1899 } 1707 }
1900 1708
1901 /* We get down here if we have found a key. Now if its in a container, 1709 /* 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 1710 * see if we actually want to use it
1903 */ 1711 */
1904 if (pl != container) 1712 if (pl != container)
1905 { 1713 {
1906 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
1907 if (!pl->contr) 1715 if (!pl->contr)
1908 return NULL; 1716 return 0;
1717
1909 /* cases where this fails: 1718 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1720 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
1913 * containers can be used. 1722 * containers can be used.
1919 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
1920 * all the others. 1729 * all the others.
1921 */ 1730 */
1922 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory ||
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1732 !QUERY_FLAG (container, FLAG_APPLIED) ||
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1734 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1735 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)); 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1737 return NULL;
1929 } 1738 }
1987 * going to try and move (not fire weapons). 1796 * going to try and move (not fire weapons).
1988 */ 1797 */
1989bool 1798bool
1990move_player_attack (object *op, int dir) 1799move_player_attack (object *op, int dir)
1991{ 1800{
1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1802 {
1803 --op->speed_left;
1804 return true;
1805 }
1806
1992 int on_battleground; 1807 int on_battleground;
1993 1808
1994 sint16 nx = freearr_x[dir] + op->x; 1809 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1810 sint16 ny = freearr_y[dir] + op->y;
1996 1811
1997 on_battleground = op_on_battleground (op, 0, 0); 1812 on_battleground = op_on_battleground (op, 0, 0);
1998 1813
1999 if (out_of_map (op->map, nx, ny)) 1814 if (out_of_map (op->map, nx, ny))
2000 return false; 1815 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 1816
2008 /* If braced, or can't move to the square, and it is not out of the 1817 /* 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 1818 * 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 1819 * 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 1820 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1880 --op->speed_left;
2072 1881
2073 op->play_sound (sound_find ("push_player")); 1882 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1883 push_ob (mon, dir, op);
2075 1884
2076 if (op->contr->tmp_invis || op->hide) 1885 if (action_makes_visible (op))
2077 make_visible (op); 1886 make_visible (op);
2078 1887
2079 return true; 1888 return true;
2080 } 1889 }
2081 else 1890 else
2103 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2104 } 1913 }
2105 else 1914 else
2106 op->statusmsg ("You withhold your attack"); 1915 op->statusmsg ("You withhold your attack");
2107 1916
2108 if (op->contr->tmp_invis || op->hide) 1917 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1918 make_visible (op);
2110 1919
2111 return true; 1920 return true;
2112 } 1921 }
2113 } 1922 }
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1981 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 1982
2174 op->facing = dir; 1983 op->facing = dir;
2175 1984
2176 if (op->hide) 1985 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 1986 do_hidden_move (op);
2178 1987
2179 bool retval; 1988 bool retval;
2180 1989
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 { 2063 {
2255 op->play_sound (sound_find ("ob_evaporate")); 2064 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)); 2065 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 2066
2258 tmp->destroy (true); 2067 tmp->destroy ();
2259 CLEAR_FLAG (op, FLAG_LIFESAVE); 2068 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260 2069
2261 if (op->stats.hp < 0) 2070 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2071 op->stats.hp = op->stats.maxhp;
2263 2072
2499 { 2308 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2309 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2310
2502 if (over_hp > 0) 2311 if (over_hp > 0)
2503 { 2312 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2313 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2314 op->last_heal = 0;
2506 } 2315 }
2507 else 2316 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2317 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2318 }
2569 op->stats.food = 0; 2378 op->stats.food = 0;
2570 2379
2571 if (op->stats.hp < 0) 2380 if (op->stats.hp < 0)
2572 { 2381 {
2573 op->contr->killer = archetype::get ("killer_starvation"); 2382 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true); 2383 op->contr->killer->destroy ();
2575 } 2384 }
2576 } 2385 }
2577 2386
2578 /* killer should be set here already */ 2387 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 */ 2397 */
2589void 2398void
2590kill_player (object *op) 2399kill_player (object *op)
2591{ 2400{
2592 int x, y; 2401 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2402 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2403 int will_kill_again;
2596 archetype *at; 2404 archetype *at;
2597 object *tmp; 2405 object *tmp;
2598 2406
2599 if (save_life (op)) 2407 if (save_life (op))
2600 return; 2408 return;
2409
2410 dynbuf_text deathtab;
2411
2412 /* restore player */
2413 at = archetype::find ("poisoning");
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r";
2418 }
2419
2420 at = archetype::find ("confusion");
2421 if (object *tmp = present_arch_in_ob (at, op))
2422 {
2423 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r";
2425 }
2426
2427 cure_disease (op, 0, 0); /* remove any disease */
2428
2429 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0)
2434 op->stats.food = 999;
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2601 2447
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2451 */
2606 if (op_on_battleground (op, &x, &y)) 2452 if (op_on_battleground (op, &x, &y))
2607 { 2453 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
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 2455
2631 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2457 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2458 {
2634 tmp->name = format ("%s's finger" , &op->name); 2459 tmp->name = format ("%s's finger" , &op->name);
2645 } 2470 }
2646 2471
2647 /* teleport defeated player to new destination */ 2472 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2473 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2474 op->contr->braced = 0;
2475
2476 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2477 return;
2651 } 2478 }
2479
2480 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2481 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2482
2653 INVOKE_PLAYER (DEATH, op->contr); 2483 INVOKE_PLAYER (DEATH, op->contr);
2654 2484
2655 command_kill_pets (op, 0); 2485 command_kill_pets (op, 0);
2656 2486
2690 2520
2691 lost_a_stat = 0; 2521 lost_a_stat = 0;
2692 2522
2693 for (z = 0; z < num_stats_lose; z++) 2523 for (z = 0; z < num_stats_lose; z++)
2694 { 2524 {
2695 i = RANDOM () % NUM_STATS; 2525 i = rndm (NUM_STATS);
2696 2526
2697 if (settings.stat_loss_on_death) 2527 if (settings.stat_loss_on_death)
2698 { 2528 {
2699 /* Pick a random stat and take a point off it. Tell the player 2529 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2530 * what he lost.
2751 } 2581 }
2752 } 2582 }
2753 2583
2754 if (lose_this_stat) 2584 if (lose_this_stat)
2755 { 2585 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2586 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2587 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2588 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2589 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2590 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2591 * difference.
2775 /* If no stat lost, tell the player. */ 2605 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2606 if (!lost_a_stat)
2777 { 2607 {
2778 /* determine_god() seems to not work sometimes... why is this? 2608 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2609 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2610 shstr_tmp god = determine_god (op);
2781 2611
2782 if (god && (strcmp (god, "none"))) 2612 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); 2613 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2614 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2615 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2616 }
2787#else 2617#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2618 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2619#endif
2790 2620
2791 /* Put a gravestone up where the character 'almost' died. List the 2621 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2622 * exp loss on the stone.
2793 */ 2623 */
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2630 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2631
2802 /**************************************/ 2632 /**************************************/
2803 /* */ 2633 /* */
2804 /* Subtract the experience points, */ 2634 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2635 /* */
2808 /**************************************/ 2636 /**************************************/
2809 2637
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)); */ 2638 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2639 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 2640
2853 /* 2641 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2642 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2643 * and put them back in the map.
2856 */ 2644 */
2893 2681
2894 insert_ob_in_ob (force, op); 2682 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2683 op->update_stats ();
2896 } 2684 }
2897 2685
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2687}
2900 2688
2901void 2689void
2902loot_object (object *op) 2690loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2691{ /* Grab and destroy some treasure */
2924 { 2712 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2713 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2714 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 } 2715 }
2928 else 2716 else
2929 tmp->destroy (true); 2717 tmp->destroy ();
2930 } 2718 }
2931 else 2719 else
2932 insert_ob_in_map (tmp, op->map, NULL, 0); 2720 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 } 2721 }
2934} 2722}
2995 if (op->type == PLAYER) 2783 if (op->type == PLAYER)
2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2997 2785
2998 cast_spell (op, throw_ob, dir, spob, NULL); 2786 cast_spell (op, throw_ob, dir, spob, NULL);
2999 2787
3000 throw_ob->destroy (true); 2788 throw_ob->destroy ();
3001} 2789}
3002 2790
3003void 2791void
3004make_visible (object *op) 2792make_visible (object *op)
3005{ 2793{
3006 op->hide = 0; 2794 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2795 op->invisible = 0;
3008 2796
3009 if (op->type == PLAYER) 2797 if (op->type == PLAYER)
3010 { 2798 {
3011 op->contr->tmp_invis = 0; 2799 op->contr->tmp_invis = 0;
3036 2824
3037 if (!ob || !ob->map) 2825 if (!ob || !ob->map)
3038 return 0; 2826 return 0;
3039 2827
3040 /* so, on normal lighted maps, its hard to hide */ 2828 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2829 level = ob->map->darklevel () - 2;
3042 2830
3043 /* this also picks up whether the object is glowing. 2831 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2832 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2833 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2834 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2835 level = -(10 + (2 * ob->map->darklevel ()));
3048 2836
3049 /* scan through all nearby squares for terrain to hide in */ 2837 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2838 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2839 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2840 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 2987 while (op)
3200 { 2988 {
3201 dx = rv.distance_x + op->arch->x; 2989 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 2990 dy = rv.distance_y + op->arch->y;
3203 2991
3204 /* only the viewable area the player sees is updated by LOS 2992 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; 2993 return 1;
3212 2994
3213 op = op->more; 2995 op = op->more;
3214 } 2996 }
3215 2997
3216 return 0; 2998 return 0;
3217} 2999}
3218 3000
3219/* routine for both players and monsters. We call this when 3001/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3002 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3003 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3004 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3005 * return 0.
3224 */ 3006 */
3225int 3007int
3226action_makes_visible (object *op) 3008action_makes_visible (object *op)
3227{ 3009{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3011 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3231 return 0; 3019 return 0;
3020 }
3232 3021
3233 if (op->contr && op->contr->tmp_invis == 0) 3022 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3023 return 0;
3235 3024
3236 /* If monsters, they should become visible */ 3025 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 { 3027 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1; 3029 return 1;
3241 } 3030 }
3242 } 3031 }
3243 3032
3244 return 0; 3033 return 0;
3472 if (pl->ranged_ob == ob) 3261 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3262 pl->ranged_ob = 0;
3474} 3263}
3475 3264
3476sint8 3265sint8
3477player::visibility_at (maptile *map, int x, int y) const 3266player::darkness_at (maptile *map, int x, int y) const
3478{ 3267{
3479 if (!ns) 3268 if (!ns)
3480 return 0; 3269 return LOS_BLOCKED;
3481 3270
3482 int dx, dy; 3271 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3272 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3273 return LOS_BLOCKED;
3485 3274
3486 x += dx - ns->current_x + ns->mapx / 2; 3275 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3276 y += dy - ns->current_y;
3488 3277
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]; 3278 return blocked_los (x, y);
3493} 3279}
3494 3280
3495void 3281void
3496player::infobox (const char *title, const char *msg, int color) 3282player::infobox (const char *title, const char *msg, int color)
3497{ 3283{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines