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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 1.222 by root, Thu Jan 1 11:41:17 2009 UTC

210 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
211 211
212 ns->update_look = 0; 212 ns->update_look = 0;
213 ns->look_position = 0; 213 ns->look_position = 0;
214 214
215 clear_los (this); 215 clear_los ();
216 216
217 ns->reset_stats (); 217 ns->reset_stats ();
218 218
219 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
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 /* 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 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1026 { 1075 {
1027 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 1135 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 1136 CHK_PICK_PICKUP;
1033 return 1; 1137 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 } 1138 }
1063 } 1139 }
1064 else 1140
1065 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1067 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && !tmp->name)
1068 { 1227 {
1069 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1070 if (tmp->name != NULL) 1229 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 { 1230 {
1186 CHK_PICK_PICKUP; 1231 CHK_PICK_PICKUP;
1187 continue; 1232 continue;
1188 } 1233 }
1189 } 1234 }
1190 1235
1191 /* rings & amulets - talismans seems to be typed AMULET */ 1236 if (tmp->type == WEAPON && !tmp->name)
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 { 1237 {
1276 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 { 1239 {
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; 1240 CHK_PICK_PICKUP;
1282 continue; 1241 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 } 1242 }
1294 } 1243 }
1244 }
1295 1245
1296 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 { 1249 {
1300 CHK_PICK_PICKUP; 1250 CHK_PICK_PICKUP;
1301 continue; 1251 continue;
1302 } 1252 }
1303 1253
1304 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */ 1255 * pickups */
1306 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1307 { 1264 {
1308 /* use value density to decide what else to grab */ 1265#if 0
1309 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1310 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 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 { 1268 {
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); 1269 fprintf (stderr, "%s", tmp->name);
1321 } 1270 }
1322 else 1271 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326#endif 1275#endif
1276 CHK_PICK_PICKUP;
1327 continue; 1277 continue;
1328 }
1329 } 1278 }
1330 } /* the new pickup model */ 1279 } /* the new pickup model */
1331 } 1280 }
1332 1281
1333 return !stop; 1282 return !stop;
1361 * against the target. A full test is not performed, simply a basic test 1310 * 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 1311 * 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. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1313 */
1365object * 1314object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1316{
1368 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1370 1319
1371 if (!type) 1320 if (!type)
1375 { 1324 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 { 1326 {
1378 i = 0; 1327 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1329
1380 if (i > betterby) 1330 if (i > betterby)
1381 { 1331 {
1382 tmp = ntmp; 1332 tmp = ntmp;
1383 betterby = i; 1333 betterby = i;
1384 } 1334 }
1409 { 1359 {
1410 tmp = arrow; 1360 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1361 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1362 }
1413 } 1363 }
1364
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1365 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1366 {
1416 tmp = arrow; 1367 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1368 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1369 }
1370
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1371 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1372 {
1421 tmp = arrow; 1373 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1374 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1375 }
1437 * op = the shooter 1389 * op = the shooter
1438 * type = bow->race 1390 * type = bow->race
1439 * dir = fire direction 1391 * dir = fire direction
1440 */ 1392 */
1441object * 1393object *
1442pick_arrow_target (object *op, const char *type, int dir) 1394pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1395{
1444 object *tmp = NULL; 1396 object *tmp = NULL;
1445 maptile *m; 1397 maptile *m;
1446 int i, mflags, found, number; 1398 int i, mflags, found, number;
1447 sint16 x, y; 1399 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1414 for (i = 0, found = 0; i < 20; i++)
1463 { 1415 {
1464 x += freearr_x[dir]; 1416 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1417 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1418 mflags = get_map_flags (m, &m, x, y, &x, &y);
1419
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1420 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1421 {
1469 tmp = NULL; 1422 tmp = 0;
1470 break; 1423 break;
1471 } 1424 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1425 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1426 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1427 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1428 * perhaps a bad assumption.
1476 */ 1429 */
1477 tmp = NULL; 1430 tmp = 0;
1478 break; 1431 break;
1479 } 1432 }
1433
1480 if (mflags & P_IS_ALIVE) 1434 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1437 break;
1490 }
1491 } 1438 }
1492 if (tmp == NULL) 1439
1440 if (!tmp)
1493 return find_arrow (op, type); 1441 return find_arrow (op, type);
1494 1442
1495 if (tmp->head) 1443 if (tmp->head)
1496 tmp = tmp->head; 1444 tmp = tmp->head;
1497 1445
1542 if (bow->below) 1490 if (bow->below)
1543 { 1491 {
1544 bow->remove (); 1492 bow->remove ();
1545 op->insert (bow); 1493 op->insert (bow);
1546 } 1494 }
1547
1548 } 1495 }
1549 1496
1550 if (!bow->race || !bow->skill) 1497 if (!bow->race || !bow->skill)
1551 { 1498 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1675 * hence the function name. 1622 * hence the function name.
1676 */ 1623 */
1677int 1624int
1678player_fire_bow (object *op, int dir) 1625player_fire_bow (object *op, int dir)
1679{ 1626{
1680 int ret = 0, wcmod = 0; 1627 int ret;
1681 1628
1682 if (op->contr->bowtype == bow_bestarrow) 1629 if (op->contr->bowtype == bow_bestarrow)
1683 { 1630 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1632 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1633 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1634 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1635 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); 1636 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1637 }
1693 else if (op->contr->bowtype == bow_threewide) 1638 else if (op->contr->bowtype == bow_threewide)
1694 { 1639 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1640 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)]); 1641 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)]); 1642 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1643 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1644 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1645 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1646 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); 1647 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); 1648 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1649 }
1705 else 1650 else
1706 { 1651 {
1763 } 1708 }
1764 } 1709 }
1765 1710
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1711 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1712 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1713 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1714
1769 if (item->type == WAND) 1715 if (item->type == WAND)
1770 { 1716 {
1771 if (!(--item->stats.food)) 1717 if (!(--item->stats.food))
1772 { 1718 {
1773 object *tmp; 1719 object *tmp;
2071 --op->speed_left; 2017 --op->speed_left;
2072 2018
2073 op->play_sound (sound_find ("push_player")); 2019 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 2020 push_ob (mon, dir, op);
2075 2021
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) 2022 if (action_makes_visible (op))
2077 make_visible (op); 2023 make_visible (op);
2078 2024
2079 return true; 2025 return true;
2080 } 2026 }
2081 else 2027 else
2499 { 2445 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2446 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2447
2502 if (over_hp > 0) 2448 if (over_hp > 0)
2503 { 2449 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2450 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2451 op->last_heal = 0;
2506 } 2452 }
2507 else 2453 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2455 }
2597 object *tmp; 2543 object *tmp;
2598 2544
2599 if (save_life (op)) 2545 if (save_life (op))
2600 return; 2546 return;
2601 2547
2548 /* restore player */
2549 at = archetype::find ("poisoning");
2550 if (object *tmp = present_arch_in_ob (at, op))
2551 {
2552 tmp->destroy ();
2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2554 }
2555
2556 at = archetype::find ("confusion");
2557 if (object *tmp = present_arch_in_ob (at, op))
2558 {
2559 tmp->destroy ();
2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2561 }
2562
2563 cure_disease (op, 0, 0); /* remove any disease */
2564
2565 max_it (op->stats.hp , op->stats.maxhp);
2566 max_it (op->stats.sp , op->stats.maxsp);
2567 max_it (op->stats.grace, op->stats.maxgrace);
2568
2569 if (op->stats.food <= 0)
2570 op->stats.food = 999;
2571
2572 // remove all spell effects that are active
2573 // to avoid long-term effects such as word-of-recall
2574 for (object *item = op->inv; item; )
2575 {
2576 object *next = item->below;
2577
2578 if (item->type == SPELL_EFFECT && item->active)
2579 item->destroy ();
2580
2581 item = next;
2582 }
2583
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* 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. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2587 */
2606 if (op_on_battleground (op, &x, &y)) 2588 if (op_on_battleground (op, &x, &y))
2607 { 2589 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2592
2631 /* create a bodypart-trophy to make the winner happy */ 2593 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2594 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 { 2595 {
2634 tmp->name = format ("%s's finger" , &op->name); 2596 tmp->name = format ("%s's finger" , &op->name);
2690 2652
2691 lost_a_stat = 0; 2653 lost_a_stat = 0;
2692 2654
2693 for (z = 0; z < num_stats_lose; z++) 2655 for (z = 0; z < num_stats_lose; z++)
2694 { 2656 {
2695 i = RANDOM () % NUM_STATS; 2657 i = rndm (NUM_STATS);
2696 2658
2697 if (settings.stat_loss_on_death) 2659 if (settings.stat_loss_on_death)
2698 { 2660 {
2699 /* Pick a random stat and take a point off it. Tell the player 2661 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2662 * what he lost.
2751 } 2713 }
2752 } 2714 }
2753 2715
2754 if (lose_this_stat) 2716 if (lose_this_stat)
2755 { 2717 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2718 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2719 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2720 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2721 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2722 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2723 * difference.
2775 /* If no stat lost, tell the player. */ 2737 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2738 if (!lost_a_stat)
2777 { 2739 {
2778 /* determine_god() seems to not work sometimes... why is this? 2740 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2741 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2742 shstr_tmp god = determine_god (op);
2781 2743
2782 if (god && (strcmp (god, "none"))) 2744 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); 2745 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2784 else 2746 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 } 2748 }
2787#else 2749#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2750 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2762 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2763
2802 /**************************************/ 2764 /**************************************/
2803 /* */ 2765 /* */
2804 /* Subtract the experience points, */ 2766 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2767 /* */
2808 /**************************************/ 2768 /**************************************/
2809 2769
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 ();
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 ();
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 ();
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2770 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2771 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 2772
2853 /* 2773 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2774 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2775 * and put them back in the map.
2856 */ 2776 */
3036 2956
3037 if (!ob || !ob->map) 2957 if (!ob || !ob->map)
3038 return 0; 2958 return 0;
3039 2959
3040 /* so, on normal lighted maps, its hard to hide */ 2960 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2961 level = ob->map->darklevel () - 2;
3042 2962
3043 /* this also picks up whether the object is glowing. 2963 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2964 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2965 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2966 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness)); 2967 level = -(10 + (2 * ob->map->darklevel ()));
3048 2968
3049 /* scan through all nearby squares for terrain to hide in */ 2969 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2970 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2971 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2972 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3119 while (op)
3200 { 3120 {
3201 dx = rv.distance_x + op->arch->x; 3121 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3122 dy = rv.distance_y + op->arch->y;
3203 3123
3204 /* only the viewable area the player sees is updated by LOS 3124 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; 3125 return 1;
3212 3126
3213 op = op->more; 3127 op = op->more;
3214 } 3128 }
3215 3129
3216 return 0; 3130 return 0;
3217} 3131}
3218 3132
3219/* routine for both players and monsters. We call this when 3133/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding 3134 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not 3135 * place or invisiblity spell. Artefact invisiblity causes
3222 * effected by this. If we arent invisible to begin with, we 3136 * "noise" instead. If we arent invisible to begin with, we
3223 * return 0. 3137 * return 0.
3224 */ 3138 */
3225int 3139int
3226action_makes_visible (object *op) 3140action_makes_visible (object *op)
3227{ 3141{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3142 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 { 3143 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3144 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3145 {
3146 // artefact invisibility is permanent, but we still make noise
3147 // this is important for game-balance.
3148 if (op->contr)
3149 op->make_noise ();
3150
3231 return 0; 3151 return 0;
3152 }
3232 3153
3233 if (op->contr && op->contr->tmp_invis == 0) 3154 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0; 3155 return 0;
3235 3156
3236 /* If monsters, they should become visible */ 3157 /* If monsters, they should become visible */
3472 if (pl->ranged_ob == ob) 3393 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0; 3394 pl->ranged_ob = 0;
3474} 3395}
3475 3396
3476sint8 3397sint8
3477player::visibility_at (maptile *map, int x, int y) const 3398player::darkness_at (maptile *map, int x, int y) const
3478{ 3399{
3479 if (!ns) 3400 if (!ns)
3480 return 0; 3401 return LOS_BLOCKED;
3481 3402
3482 int dx, dy; 3403 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3404 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3405 return LOS_BLOCKED;
3485 3406
3486 x += dx - ns->current_x + ns->mapx / 2; 3407 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3408 y += dy - ns->current_y;
3488 3409
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]; 3410 return blocked_los (x, y);
3493} 3411}
3494 3412
3495void 3413void
3496player::infobox (const char *title, const char *msg, int color) 3414player::infobox (const char *title, const char *msg, int color)
3497{ 3415{

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