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Comparing deliantra/server/server/player.C (file contents):
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC vs.
Revision 1.219 by root, Sun Dec 28 10:20:29 2008 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
931 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
933 return; 933 return;
934 } 934 }
935 935
936 if (op->enemy == NULL) 936 if (!op->enemy)
937 { 937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
940 return; 940 return;
941 } 941 }
942 942
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)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 { 944 {
956 op->enemy = NULL; 945 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 947 return;
961 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
962 951
963 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
965 { 954 {
966 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
967 956
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return; 958 return;
970 } 959 }
971 960
982check_pick (object *op) 971check_pick (object *op)
983{ 972{
984 object *tmp, *next; 973 object *tmp, *next;
985 int stop = 0; 974 int stop = 0;
986 int wvratio; 975 int wvratio;
987 char putstring[128];
988 976
989 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
990 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
991 return 1; 979 return 1;
992 980
1016 1004
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 1006 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1009
1021 continue; 1010 continue;
1022 } 1011 }
1023 1012
1024 /* high not bit set? We're using the old autopickup model */ 1013 /* NEW pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
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 */ 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* we don't forget dragon food */
1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 /* bows and arrows. Bows are good for selling! */
1067 if (op->contr->mode & PU_DEBUG) 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
1188 if (op->contr->mode & PU_BOOTS)
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 && tmp->name != NULL)
1068 { 1221 {
1069 /* some debugging code to figure out item information */ 1222 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1070 if (tmp->name != NULL) 1223 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == 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;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
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)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 { 1224 {
1186 CHK_PICK_PICKUP; 1225 CHK_PICK_PICKUP;
1187 continue; 1226 continue;
1188 } 1227 }
1189 } 1228 }
1190 1229
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET) 1230 if (tmp->type == WEAPON && tmp->name == NULL)
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 { 1231 {
1276 if (tmp->type == WEAPON && tmp->name != NULL) 1232 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 { 1233 {
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; 1234 CHK_PICK_PICKUP;
1282 continue; 1235 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 } 1236 }
1294 } 1237 }
1238 }
1295 1239
1296 /* misc stuff that's useful */ 1240 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY) 1241 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1242 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 { 1243 {
1300 CHK_PICK_PICKUP; 1244 CHK_PICK_PICKUP;
1301 continue; 1245 continue;
1302 } 1246 }
1303 1247
1304 /* any of the last 4 bits set means we use the ratio for value 1248 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */ 1249 * pickups */
1306 if (op->contr->mode & PU_RATIO) 1250 if (op->contr->mode & PU_RATIO)
1251 {
1252 /* use value density to decide what else to grab */
1253 /* >=7 was >= op->contr->mode */
1254 /* >=7 is the old standard setting. Now we take the last 4 bits
1255 */
1256 wvratio = op->contr->mode & PU_RATIO;
1257 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1307 { 1258 {
1308 /* use value density to decide what else to grab */ 1259#if 0
1309 /* >=7 was >= op->contr->mode */ 1260 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1310 /* >=7 is the old standard setting. Now we take the last 4 bits 1261 if (tmp->name != NULL)
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 { 1262 {
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); 1263 fprintf (stderr, "%s", tmp->name);
1321 } 1264 }
1322 else 1265 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1266 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1267 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1268 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326#endif 1269#endif
1270 CHK_PICK_PICKUP;
1327 continue; 1271 continue;
1328 }
1329 } 1272 }
1330 } /* the new pickup model */ 1273 } /* the new pickup model */
1331 } 1274 }
1332 1275
1333 return !stop; 1276 return !stop;
1462 for (i = 0, found = 0; i < 20; i++) 1405 for (i = 0, found = 0; i < 20; i++)
1463 { 1406 {
1464 x += freearr_x[dir]; 1407 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1408 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1409 mflags = get_map_flags (m, &m, x, y, &x, &y);
1410
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1411 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1412 {
1469 tmp = NULL; 1413 tmp = 0;
1470 break; 1414 break;
1471 } 1415 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1416 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1417 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1418 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1419 * perhaps a bad assumption.
1476 */ 1420 */
1477 tmp = NULL; 1421 tmp = 0;
1478 break; 1422 break;
1479 } 1423 }
1424
1480 if (mflags & P_IS_ALIVE) 1425 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1426 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1427 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1428 break;
1490 }
1491 } 1429 }
1492 if (tmp == NULL) 1430
1431 if (!tmp)
1493 return find_arrow (op, type); 1432 return find_arrow (op, type);
1494 1433
1495 if (tmp->head) 1434 if (tmp->head)
1496 tmp = tmp->head; 1435 tmp = tmp->head;
1497 1436
1542 if (bow->below) 1481 if (bow->below)
1543 { 1482 {
1544 bow->remove (); 1483 bow->remove ();
1545 op->insert (bow); 1484 op->insert (bow);
1546 } 1485 }
1547
1548 } 1486 }
1549 1487
1550 if (!bow->race || !bow->skill) 1488 if (!bow->race || !bow->skill)
1551 { 1489 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1490 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1675 * hence the function name. 1613 * hence the function name.
1676 */ 1614 */
1677int 1615int
1678player_fire_bow (object *op, int dir) 1616player_fire_bow (object *op, int dir)
1679{ 1617{
1680 int ret = 0, wcmod = 0; 1618 int ret;
1681 1619
1682 if (op->contr->bowtype == bow_bestarrow) 1620 if (op->contr->bowtype == bow_bestarrow)
1683 { 1621 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1622 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1623 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1624 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1625 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1626 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); 1627 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1628 }
1693 else if (op->contr->bowtype == bow_threewide) 1629 else if (op->contr->bowtype == bow_threewide)
1694 { 1630 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1631 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)]); 1632 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)]); 1633 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1634 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1635 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1636 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 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); 1638 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); 1639 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1640 }
1705 else 1641 else
1706 { 1642 {
1763 } 1699 }
1764 } 1700 }
1765 1701
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1702 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1703 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1704 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1705
1769 if (item->type == WAND) 1706 if (item->type == WAND)
1770 { 1707 {
1771 if (!(--item->stats.food)) 1708 if (!(--item->stats.food))
1772 { 1709 {
1773 object *tmp; 1710 object *tmp;
2071 --op->speed_left; 2008 --op->speed_left;
2072 2009
2073 op->play_sound (sound_find ("push_player")); 2010 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 2011 push_ob (mon, dir, op);
2075 2012
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) 2013 if (action_makes_visible (op))
2077 make_visible (op); 2014 make_visible (op);
2078 2015
2079 return true; 2016 return true;
2080 } 2017 }
2081 else 2018 else
2499 { 2436 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2437 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2438
2502 if (over_hp > 0) 2439 if (over_hp > 0)
2503 { 2440 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2441 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2442 op->last_heal = 0;
2506 } 2443 }
2507 else 2444 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2446 }
2690 2627
2691 lost_a_stat = 0; 2628 lost_a_stat = 0;
2692 2629
2693 for (z = 0; z < num_stats_lose; z++) 2630 for (z = 0; z < num_stats_lose; z++)
2694 { 2631 {
2695 i = RANDOM () % NUM_STATS; 2632 i = rndm (NUM_STATS);
2696 2633
2697 if (settings.stat_loss_on_death) 2634 if (settings.stat_loss_on_death)
2698 { 2635 {
2699 /* Pick a random stat and take a point off it. Tell the player 2636 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2637 * what he lost.
3036 2973
3037 if (!ob || !ob->map) 2974 if (!ob || !ob->map)
3038 return 0; 2975 return 0;
3039 2976
3040 /* so, on normal lighted maps, its hard to hide */ 2977 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2978 level = ob->map->darklevel () - 2;
3042 2979
3043 /* this also picks up whether the object is glowing. 2980 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2981 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2982 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2983 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness)); 2984 level = -(10 + (2 * ob->map->darklevel ()));
3048 2985
3049 /* scan through all nearby squares for terrain to hide in */ 2986 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2987 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2988 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2989 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3136 while (op)
3200 { 3137 {
3201 dx = rv.distance_x + op->arch->x; 3138 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3139 dy = rv.distance_y + op->arch->y;
3203 3140
3204 /* only the viewable area the player sees is updated by LOS 3141 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; 3142 return 1;
3212 3143
3213 op = op->more; 3144 op = op->more;
3214 } 3145 }
3215 3146
3216 return 0; 3147 return 0;
3217} 3148}
3218 3149
3219/* routine for both players and monsters. We call this when 3150/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3151 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3152 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3153 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3154 * return 0.
3224 */ 3155 */
3225int 3156int
3226action_makes_visible (object *op) 3157action_makes_visible (object *op)
3227{ 3158{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3159 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3160 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3161 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3162 {
3163 // artefact invisibility is permanent, but we still make noise
3164 // this is important for game-balance.
3165 if (op->contr)
3166 op->make_noise ();
3167
3231 return 0; 3168 return 0;
3169 }
3232 3170
3233 if (op->contr && op->contr->tmp_invis == 0) 3171 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3172 return 0;
3235 3173
3236 /* If monsters, they should become visible */ 3174 /* If monsters, they should become visible */
3472 if (pl->ranged_ob == ob) 3410 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3411 pl->ranged_ob = 0;
3474} 3412}
3475 3413
3476sint8 3414sint8
3477player::visibility_at (maptile *map, int x, int y) const 3415player::darkness_at (maptile *map, int x, int y) const
3478{ 3416{
3479 if (!ns) 3417 if (!ns)
3480 return 0; 3418 return LOS_BLOCKED;
3481 3419
3482 int dx, dy; 3420 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3421 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3422 return LOS_BLOCKED;
3485 3423
3486 x += dx - ns->current_x + ns->mapx / 2; 3424 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3425 y += dy - ns->current_y;
3488 3426
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]; 3427 return blocked_los (x, y);
3493} 3428}
3494 3429
3495void 3430void
3496player::infobox (const char *title, const char *msg, int color) 3431player::infobox (const char *title, const char *msg, int color)
3497{ 3432{

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