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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 1.266 by root, Tue Apr 6 23:34:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_skills (); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 ob->update_stats (); // we unapplied stuff above
255 activate (); 145 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 146
261 INVOKE_PLAYER (CONNECT, this); 147 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 148 INVOKE_PLAYER (LOGIN, this);
263} 149}
264 150
281 ns->reset_stats (); 167 ns->reset_stats ();
282 ns->pl = 0; 168 ns->pl = 0;
283 ns = 0; 169 ns = 0;
284 } 170 }
285 171
286 observe = ob; 172 // this is important for the player scheduler to get the correct refcount
173 // when ns = 0
174 observe = viewpoint = ob;
287 175
288 deactivate (); 176 deactivate ();
289} 177}
178
179//-GPL
290 180
291// the need for this function can be explained 181// the need for this function can be explained
292// by load_object not returning the object 182// by load_object not returning the object
293void 183void
294player::set_object (object *op) 184player::set_object (object *op)
295{ 185{
296 ob = observe = op; 186 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 187 ob->contr = this; /* this aren't yet in archetype */
298 188
299 ob->speed = 1.0f; 189 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 190 ob->speed_left = 0.5f;
301 191
302 ob->direction = 5; /* So player faces south */ 192 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 193}
331 194
332void 195void
333player::set_observe (object *op) 196player::set_observe (object *op)
334{ 197{
335 observe = op ? op : ob; 198 observe = viewpoint = op ? op : ob;
336 do_los = 1; 199 do_los = 1;
337} 200}
201
202void
203player::set_viewpoint (object *op)
204{
205 viewpoint = op ? op : (object *)observe;
206 do_los = 1;
207}
208
209//+GPL
338 210
339player::player () 211player::player ()
340{ 212{
341 /* There are some elements we want initialised to non zero value - 213 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 214 * we deal with that below this point.
369 { 241 {
370 ob->destroy_inv (false); 242 ob->destroy_inv (false);
371 ob->destroy (); 243 ob->destroy ();
372 } 244 }
373 245
374 ob = observe = 0; 246 ob = observe = viewpoint = 0;
375} 247}
376 248
377player::~player () 249player::~player ()
378{ 250{
379 /* Clear item stack */ 251 /* Clear item stack */
380 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
381} 281}
382 282
383/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
385 * mode. 285 * mode.
387player * 287player *
388player::create () 288player::create ()
389{ 289{
390 player *pl = new player; 290 player *pl = new player;
391 291
392 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
393 293
394 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
397 297
398 set_first_map (pl->ob); 298 set_first_map (pl->ob);
399 299
400 return pl; 300 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 301}
430 302
431object * 303object *
432get_nearest_player (object *mon) 304get_nearest_player (object *mon)
433{ 305{
673 op->destroy (); 545 op->destroy ();
674 continue; 546 continue;
675 } 547 }
676 } 548 }
677 549
678 /* This really needs to be better - we should really give 550 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 551 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 552 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 553 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 554 if (op->type == SKILL)
685 { 555 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 556 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 557 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 558 {
694 op->destroy (); 559 op->destroy ();
560 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 562 break;
697 } 563 }
698 564
699 if (op->nrof > 1) 565 if (op->nrof > 1)
700 op->nrof = 1; 566 op->nrof = 1;
701 } 567 }
702 568
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 614 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 615}
750 616
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 617/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 618static int
753roll_stat (void) 619roll_stat ()
754{ 620{
755 int a[4], i, j, k; 621 int a[4], i, j, k;
756 622
757 for (i = 0; i < 4; i++) 623 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 624 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 721player::chargen_race_done ()
856{ 722{
857 /* this must before then initial items are given */ 723 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 724 esrv_new_player (ob->contr);
859 725
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 726 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 727 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 728 create_treasure (tl, ob, 0, 0, 0);
863 729
864 INVOKE_PLAYER (BIRTH, ob->contr); 730 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 731 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 784 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 785 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 786 ob->stats.grace = 0;
921} 787}
922 788
923void 789static void
924flee_player (object *op) 790flee_player (object *op)
925{ 791{
926 int dir, diff; 792 int dir, diff;
927 rv_vector rv; 793 rv_vector rv;
928 794
931 LOG (llevDebug, "Fleeing player is dead.\n"); 797 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 798 CLEAR_FLAG (op, FLAG_SCARED);
933 return; 799 return;
934 } 800 }
935 801
936 if (op->enemy == NULL) 802 if (!op->enemy)
937 { 803 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 804 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 805 CLEAR_FLAG (op, FLAG_SCARED);
940 return; 806 return;
941 } 807 }
942 808
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)) 809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 { 810 {
956 op->enemy = NULL; 811 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED); 812 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 813 return;
961 get_rangevector (op, op->enemy, &rv, 0); 816 get_rangevector (op, op->enemy, &rv, 0);
962 817
963 dir = absdir (4 + rv.direction); 818 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 819 for (diff = 0; diff < 3; diff++)
965 { 820 {
966 int m = 1 - (RANDOM () & 2); 821 int m = 1 - rndm (2) * 2;
967 822
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
969 return; 824 return;
970 } 825 }
971 826
972 /* Cornered, get rid of scared */ 827 /* Cornered, get rid of scared */
973 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
982check_pick (object *op) 837check_pick (object *op)
983{ 838{
984 object *tmp, *next; 839 object *tmp, *next;
985 int stop = 0; 840 int stop = 0;
986 int wvratio; 841 int wvratio;
987 char putstring[128];
988 842
989 /* if you're flying, you cna't pick up anything */ 843 /* if you're flying, you can't pick up anything */
990 if (op->move_type & MOVE_FLYING) 844 if (op->move_type & MOVE_FLYING)
991 return 1; 845 return 1;
992 846
993 next = op->below; 847 next = op->below;
994 848
995 int cnt = MAX_ITEM_PER_DROP; 849 int cnt = MAX_ITEM_PER_ACTION;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 850#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997 851
998 /* loop while there are items on the floor that are not marked as 852 /* loop while there are items on the floor that are not marked as
999 * destroyed */ 853 * destroyed */
1000 while (next && !next->destroyed ()) 854 while (next && !next->destroyed ())
1016 870
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 871 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 872 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 873 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 874 CHK_PICK_PICKUP;
875
1021 continue; 876 continue;
1022 } 877 }
1023 878
1024 /* high not bit set? We're using the old autopickup model */ 879 /* pickup handling */
880 if (op->contr->mode & PU_DEBUG)
881 {
882 /* some debugging code to figure out item information */
883 const char *str = tmp->name
884 ? format ("item name: %s item type: %d weight/value: %d",
885 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
886 : format ("item name: %s item type: %d weight/value: %d",
887 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
888
889 new_draw_info (NDI_UNIQUE, 0, op, str);
890 }
891
892 if (op->contr->mode & PU_INHIBIT)
893 return 1;
894
895 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
896 return 1;
897
898 /* philosophy:
899 * It's easy to grab an item type from a pile, as long as it's
900 * generic. This takes no game-time. For more detailed pickups
901 * and selections, select-items should be used. This is a
902 * grab-as-you-run type mode that's really useful for arrows for
903 * example.
904 * The drawback: right now it has no frontend, so you need to
905 * stick the bits you want into a calculator in hex mode and then
906 * convert to decimal and then 'pickup <#>
907 */
908
909 /* the first two modes are exclusive: if NOTHING we return, if
910 * STOP then we stop. All the rest are applied sequentially,
911 * meaning if any test passes, the item gets picked up. */
912
913 /* if mode is set to pick nothing up, return */
914 if (op->contr->mode == PU_NOTHING)
915 return 1;
916
917 /* if mode is set to stop when encountering objects, return */
918 /* take STOP before INHIBIT since it doesn't actually pick
919 * anything up */
920 if (op->contr->mode & PU_STOP)
921 return 0;
922
923 /* useful for going into stores and not losing your settings... */
924 /* and for battles wher you don't want to get loaded down while
925 * fighting */
926 if (op->contr->mode & PU_INHIBIT)
927 return 1;
928
929 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID))
931 continue;
932
933 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
935 continue;
936
937 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 939 if (op->contr->mode & PU_FOOD)
940 if (tmp->type == FOOD)
1026 { 941 {
1027 switch (op->contr->mode) 942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
948 {
949 CHK_PICK_PICKUP;
950 continue;
951 }
952
953 if (op->contr->mode & PU_POTION)
954 if (tmp->type == POTION)
955 {
956 CHK_PICK_PICKUP;
957 continue;
958 }
959
960 /* spellbooks, skillscrolls and normal books/scrolls */
961 if (op->contr->mode & PU_SPELLBOOK)
962 if (tmp->type == SPELLBOOK)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 if (op->contr->mode & PU_SKILLSCROLL)
969 if (tmp->type == SKILLSCROLL)
970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_READABLES)
976 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* wands/staves/rods/horns */
983 if (op->contr->mode & PU_MAGIC_DEVICE)
984 if (tmp->type == WAND
985 || tmp->type == ROD
986 || tmp->type == HORN
987 || tmp->type == POWER_CRYSTAL)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 if (op->contr->mode & PU_VALUABLES)
1003 {
1004 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 1005 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1033 return 1; 1007 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 } 1008 }
1063 } 1009 }
1064 else 1010
1065 { /* old model */ 1011 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG) 1012 if (op->contr->mode & PU_JEWELS)
1013 if (tmp->type == RING
1014 || tmp->type == AMULET
1015 || tmp->type == GIRDLE
1016 || tmp->type == SKILL_TOOL)
1068 { 1017 {
1069 /* some debugging code to figure out item information */ 1018 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; 1019 continue;
1020 }
1116 1021
1117 /* ignore known cursed objects */ 1022 /* we don't forget dragon food */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1023 if (op->contr->mode & PU_FLESH)
1024 if (tmp->type == FLESH)
1025 {
1026 CHK_PICK_PICKUP;
1119 continue; 1027 continue;
1028 }
1120 1029
1121 /* all food and drink if desired */ 1030 /* bows and arrows. Bows are good for selling! */
1122 /* question: don't pick up known-poisonous stuff? */ 1031 if (op->contr->mode & PU_BOW)
1032 if (tmp->type == BOW)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 if (op->contr->mode & PU_ARROW)
1039 if (tmp->type == ARROW)
1040 {
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* all kinds of armor etc. */
1046 if (op->contr->mode & PU_ARMOUR)
1047 if (tmp->type == ARMOUR)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_HELMET)
1054 if (tmp->type == HELMET)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_SHIELD)
1061 if (tmp->type == SHIELD)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1123 if (op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_BOOTS)
1124 if (tmp->type == FOOD) 1068 if (tmp->type == BOOTS)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_GLOVES)
1075 if (tmp->type == GLOVES || tmp->type == BRACERS)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_CLOAK)
1082 if (tmp->type == CLOAK)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* careful: chairs and tables are weapons! */
1097 if (op->contr->mode & PU_ALLWEAPON)
1098 {
1099 if (tmp->type == WEAPON)
1100 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1125 { 1101 {
1126 CHK_PICK_PICKUP; 1102 CHK_PICK_PICKUP;
1127 continue; 1103 continue;
1128 } 1104 }
1105 }
1129 1106
1107 /* misc stuff that's useful */
1130 if (op->contr->mode & PU_DRINK) 1108 if (op->contr->mode & PU_KEY)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1109 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1132 { 1110 {
1133 CHK_PICK_PICKUP; 1111 CHK_PICK_PICKUP;
1134 continue; 1112 continue;
1135 } 1113 }
1136 1114
1115 /* any of the last 4 bits set means we use the ratio for value
1116 * pickups */
1137 if (op->contr->mode & PU_POTION) 1117 if (op->contr->mode & PU_RATIO)
1138 if (tmp->type == POTION) 1118 {
1119 /* use value density to decide what else to grab */
1120 /* >=7 was >= op->contr->mode */
1121 /* >=7 is the old standard setting. Now we take the last 4 bits
1139 { 1122 */
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) 1123 wvratio = op->contr->mode & PU_RATIO;
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1124 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 { 1125 {
1184 if (tmp->type == MONEY || tmp->type == GEM) 1126#if 0
1127 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1128 if (tmp->name != NULL)
1185 { 1129 {
1186 CHK_PICK_PICKUP; 1130 fprintf (stderr, "%s", tmp->name);
1187 continue;
1188 } 1131 }
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 1132 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1133 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1134 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1326#endif 1136#endif
1137 CHK_PICK_PICKUP;
1327 continue; 1138 continue;
1328 }
1329 } 1139 }
1330 } /* the new pickup model */ 1140 } /* the new pickup model */
1331 } 1141 }
1332 1142
1333 return !stop; 1143 return !stop;
1144}
1145
1146/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0.
1151 */
1152static int
1153action_makes_visible (object *op)
1154{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1156 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1158 {
1159 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance.
1161 if (op->contr)
1162 op->make_noise ();
1163
1164 return 0;
1165 }
1166
1167 if (op->contr && op->contr->tmp_invis == 0)
1168 return 0;
1169
1170 /* If monsters, they should become visible */
1171 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1172 {
1173 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1174 return 1;
1175 }
1176 }
1177
1178 return 0;
1334} 1179}
1335 1180
1336/* 1181/*
1337 * Find an arrow in the inventory and after that 1182 * Find an arrow in the inventory and after that
1338 * in the right type container (quiver). Pointer to the 1183 * in the right type container (quiver). Pointer to the
1339 * found object is returned. 1184 * found object is returned.
1340 */ 1185 */
1341object * 1186static object *
1342find_arrow (object *op, const char *type) 1187find_arrow (object *op, const char *type)
1343{ 1188{
1344 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1189 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp); 1191 return splay (tmp);
1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1205 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1361 * against the target. A full test is not performed, simply a basic test 1206 * 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 1207 * 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. 1208 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1209 */
1365object * 1210static object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1211find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1212{
1368 object *tmp = NULL, *arrow, *ntmp; 1213 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1214 int attacknum, attacktype, betterby = 0, i;
1370 1215
1371 if (!type) 1216 if (!type)
1375 { 1220 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 { 1222 {
1378 i = 0; 1223 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1224 ntmp = find_better_arrow (arrow, target, type, &i);
1225
1380 if (i > betterby) 1226 if (i > betterby)
1381 { 1227 {
1382 tmp = ntmp; 1228 tmp = ntmp;
1383 betterby = i; 1229 betterby = i;
1384 } 1230 }
1385 } 1231 }
1386 else if (arrow->type == ARROW && arrow->race == type) 1232 else if (arrow->type == ARROW && arrow->race == type)
1387 { 1233 {
1388 /* allways prefer assasination/slaying */ 1234 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1235 if (target->race && arrow->slaying.contains (target->race))
1390 { 1236 {
1391 if (arrow->attacktype & AT_DEATH) 1237 if (arrow->attacktype & AT_DEATH)
1392 { 1238 {
1393 *better = 100; 1239 *better = 100;
1394 return arrow; 1240 return arrow;
1409 { 1255 {
1410 tmp = arrow; 1256 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1257 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1258 }
1413 } 1259 }
1260
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1261 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1262 {
1416 tmp = arrow; 1263 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1264 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1265 }
1266
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1267 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1268 {
1421 tmp = arrow; 1269 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1270 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1271 }
1436 * find_better_arrow to find a decent arrow to use. 1284 * find_better_arrow to find a decent arrow to use.
1437 * op = the shooter 1285 * op = the shooter
1438 * type = bow->race 1286 * type = bow->race
1439 * dir = fire direction 1287 * dir = fire direction
1440 */ 1288 */
1441object * 1289static object *
1442pick_arrow_target (object *op, const char *type, int dir) 1290pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1291{
1444 object *tmp = NULL; 1292 object *tmp = NULL;
1445 maptile *m; 1293 maptile *m;
1446 int i, mflags, found, number; 1294 int i, mflags, found, number;
1447 sint16 x, y; 1295 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1310 for (i = 0, found = 0; i < 20; i++)
1463 { 1311 {
1464 x += freearr_x[dir]; 1312 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1313 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1314 mflags = get_map_flags (m, &m, x, y, &x, &y);
1315
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1316 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1317 {
1469 tmp = NULL; 1318 tmp = 0;
1470 break; 1319 break;
1471 } 1320 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1321 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1322 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1323 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1324 * perhaps a bad assumption.
1476 */ 1325 */
1477 tmp = NULL; 1326 tmp = 0;
1478 break; 1327 break;
1479 } 1328 }
1329
1480 if (mflags & P_IS_ALIVE) 1330 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1332 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1333 break;
1490 }
1491 } 1334 }
1492 if (tmp == NULL) 1335
1336 if (!tmp)
1493 return find_arrow (op, type); 1337 return find_arrow (op, type);
1494 1338
1495 if (tmp->head) 1339 if (tmp->head)
1496 tmp = tmp->head; 1340 tmp = tmp->head;
1497 1341
1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1381 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538 return 0; 1382 return 0;
1539 } 1383 }
1540 1384
1541 // optimisation: move object to top so we will find it quickly again 1385 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below) 1386 splay (bow);
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1548 } 1387 }
1549 1388
1550 if (!bow->race || !bow->skill) 1389 if (!bow->race || !bow->skill)
1551 { 1390 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1598 arrow->direction = dir; 1437 arrow->direction = dir;
1599 1438
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1439 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1440 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1441 arrow->stats.grace = arrow->attacktype;
1603 1442 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1443
1607#if 0 1444#if 0
1608 if (player *pl = op->contr) 1445 if (player *pl = op->contr)
1609 { 1446 {
1610 float speed = pl->weapon_sp; 1447 float speed = pl->weapon_sp;
1672 * but monsters can't. Putting that code here 1509 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1510 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1511 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1512 * hence the function name.
1676 */ 1513 */
1677int 1514static int
1678player_fire_bow (object *op, int dir) 1515player_fire_bow (object *op, int dir)
1679{ 1516{
1680 int ret = 0, wcmod = 0; 1517 int ret;
1681 1518
1682 if (op->contr->bowtype == bow_bestarrow) 1519 if (op->contr->bowtype == bow_bestarrow)
1683 { 1520 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1521 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1522 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1523 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1524 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1525 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); 1526 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1527 }
1693 else if (op->contr->bowtype == bow_threewide) 1528 else if (op->contr->bowtype == bow_threewide)
1694 { 1529 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 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)]); 1531 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)]); 1532 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1533 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1534 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1535 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1536 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); 1537 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); 1538 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1539 }
1705 else 1540 else
1706 { 1541 {
1712} 1547}
1713 1548
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1549/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1550 * Broken apart from 'fire' to keep it more readable.
1716 */ 1551 */
1717void 1552static void
1718fire_misc_object (object *op, int dir) 1553fire_misc_object (object *op, int dir)
1719{ 1554{
1720 object *item = op->contr->ranged_ob; 1555 object *item = op->contr->ranged_ob;
1721 1556
1722 if (!item) 1557 if (!item)
1729 { 1564 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1565 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return; 1566 return;
1732 } 1567 }
1733 1568
1734 if (!op->change_weapon (item)) 1569 if (!op->apply (item))
1735 return; 1570 return;
1736 1571
1737 if (item->type == WAND) 1572 if (item->type == WAND)
1738 { 1573 {
1739 if (item->stats.food <= 0) 1574 if (item->stats.food <= 0)
1744 return; 1579 return;
1745 } 1580 }
1746 } 1581 }
1747 else if (item->type == ROD || item->type == HORN) 1582 else if (item->type == ROD || item->type == HORN)
1748 { 1583 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1584 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1750 1585
1751 // using the maximum of the rods charge allows at least one spell cast 1586 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods. 1587 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1588 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1589 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1590 op->contr->play_sound (sound_find ("wand_poof"));
1756 1591
1757 if (item->type == ROD) 1592 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1598 }
1764 } 1599 }
1765 1600
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1601 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1602 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1603 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1604
1769 if (item->type == WAND) 1605 if (item->type == WAND)
1770 { 1606 {
1771 if (!(--item->stats.food)) 1607 if (!(--item->stats.food))
1772 { 1608 {
1773 object *tmp; 1609 object *tmp;
1789} 1625}
1790 1626
1791/* Received a fire command for the player - go and do it. 1627/* Received a fire command for the player - go and do it.
1792 */ 1628 */
1793bool 1629bool
1794fire (object *op, int dir) 1630fire (object *who, int dir)
1795{ 1631{
1796 int spellcost = 0; 1632 int spellcost = 0;
1797 1633
1798 player *pl = op->contr; 1634 player *pl = who->contr;
1799 1635
1800 if (pl->golem) 1636 if (pl->golem)
1801 { 1637 {
1802 control_golem (op->contr->golem, dir); 1638 control_golem (who->contr->golem, dir);
1803 return false; 1639 return false;
1804 } 1640 }
1805 1641
1806 object *ob = pl->ranged_ob; 1642 object *ob = pl->ranged_ob;
1807 1643
1808 if (!ob) 1644 if (!ob)
1809 return false; 1645 return false;
1810 1646
1811 if (op->speed_left > 0.f) 1647 if (who->speed_left > 0.f)
1812 --op->speed_left; 1648 --who->speed_left;
1813 else 1649 else
1814 return false; 1650 return false;
1815 1651
1816 if (!op->change_weapon (ob)) 1652 if (!who->apply (ob))
1817 return false; 1653 return false;
1818 1654
1819 /* check for loss of invisiblity/hide */ 1655 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1656 if (action_makes_visible (who))
1821 make_visible (op); 1657 make_visible (who);
1822 1658
1823 switch (ob->type) 1659 switch (ob->type)
1824 { 1660 {
1825 case BOW: 1661 case BOW:
1826 player_fire_bow (op, dir); 1662 player_fire_bow (who, dir);
1827 break; 1663 break;
1828 1664
1829 case SPELL: 1665 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1666 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1667 break;
1832 1668
1833 case BUILDER: 1669 case BUILDER:
1834 apply_map_builder (op, dir); 1670 apply_map_builder (who, dir);
1835 break; 1671 break;
1836 1672
1837 case SKILL: 1673 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1674 do_skill (who, who, ob, dir, 0);
1839 break; 1675 break;
1840 1676
1677 case RANGED:
1678 do_skill (who, ob, who->chosen_skill, dir, 0);
1679 break;
1680
1841 default: 1681 default:
1842 fire_misc_object (op, dir); 1682 fire_misc_object (who, dir);
1843 break; 1683 break;
1844 } 1684 }
1845 1685
1846 return true; 1686 return true;
1847} 1687}
1848 1688
1849/* find_key 1689static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1690find_key_ (object *pl, object *container, object *door)
1861{ 1691{
1862 object *tmp, *key; 1692 object *tmp, *key;
1863 1693
1864 /* Should not happen, but sanity checking is never bad */ 1694 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1695 if (!container->inv)
1868 /* First, lets try to find a key in the top level inventory */ 1698 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1700 {
1871 if (door->type == DOOR && tmp->type == KEY) 1701 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1702 break;
1703
1873 /* For sanity, we should really check door type, but other stuff 1704 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1705 * (like containers) can be locked with special keys
1875 */ 1706 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1708 break;
1883 * a key, return 1714 * a key, return
1884 */ 1715 */
1885 if (!tmp) 1716 if (!tmp)
1886 { 1717 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1718 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1719 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1720 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1721 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1722 return key;
1894 }
1895 }
1896 1723
1897 if (!tmp) 1724 if (!tmp)
1898 return NULL; 1725 return 0;
1899 } 1726 }
1900 1727
1901 /* We get down here if we have found a key. Now if its in a container, 1728 /* 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 1729 * see if we actually want to use it
1903 */ 1730 */
1904 if (pl != container) 1731 if (pl != container)
1905 { 1732 {
1906 /* Only let players use keys in containers */ 1733 /* Only let players use keys in containers */
1907 if (!pl->contr) 1734 if (!pl->contr)
1908 return NULL; 1735 return 0;
1736
1909 /* cases where this fails: 1737 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1738 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1739 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1740 * If the container is not active, return now since only active
1913 * containers can be used. 1741 * containers can be used.
1917 * inv must have been an container and must have been active. 1745 * inv must have been an container and must have been active.
1918 * 1746 *
1919 * Change the color so that the message doesn't disappear with 1747 * Change the color so that the message doesn't disappear with
1920 * all the others. 1748 * all the others.
1921 */ 1749 */
1922 if (pl->contr->usekeys == key_inventory || 1750 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1751 || !QUERY_FLAG (container, FLAG_APPLIED)
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1753 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1754 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)); 1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1756 return NULL;
1929 } 1757 }
1930 } 1758 }
1931 1759
1932 return tmp; 1760 return tmp;
1761}
1762
1763/* find_key
1764 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different.
1768 * pl is the player,
1769 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers.
1772 */
1773object *
1774find_key (object *pl, object *container, object *door)
1775{
1776 if (door->slaying && is_match_expr (door->slaying))
1777 {
1778 // for match expressions, we try to find the key by applying the match
1779 // to the op itself, which is supposed to find the "key", instead
1780 // of searching through containers ourselves.
1781
1782 return match_one (door->slaying, container, door, pl, pl);
1783 }
1784 else
1785 return find_key_ (pl, container, door);
1933} 1786}
1934 1787
1935/* moved door processing out of move_player_attack. 1788/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1789 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1790 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1840 * going to try and move (not fire weapons).
1988 */ 1841 */
1989bool 1842bool
1990move_player_attack (object *op, int dir) 1843move_player_attack (object *op, int dir)
1991{ 1844{
1992 int on_battleground; 1845 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1846 {
1847 --op->speed_left;
1848 return true;
1849 }
1993 1850
1994 sint16 nx = freearr_x[dir] + op->x; 1851 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1852 sint16 ny = freearr_y[dir] + op->y;
1996 1853
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1854 if (out_of_map (op->map, nx, ny))
2000 return false; 1855 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 1856
2008 /* If braced, or can't move to the square, and it is not out of the 1857 /* 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 1858 * 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 1859 * 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 1860 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1920 --op->speed_left;
2072 1921
2073 op->play_sound (sound_find ("push_player")); 1922 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1923 push_ob (mon, dir, op);
2075 1924
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) 1925 if (action_makes_visible (op))
2077 make_visible (op); 1926 make_visible (op);
2078 1927
2079 return true; 1928 return true;
2080 } 1929 }
2081 else 1930 else
2082 return false; 1931 return false;
2083 } 1932 }
1933
1934 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1935
2085 /* in certain circumstances, you shouldn't attack friendly 1936 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1937 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't 1938 * someone, but put it inside this loop so that you won't
2088 * attack them either. 1939 * attack them either.
2153} 2004}
2154 2005
2155bool 2006bool
2156move_player (object *op, int dir) 2007move_player (object *op, int dir)
2157{ 2008{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2009 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 2010 return 0;
2162 2011
2163 /* Sanity check: make sure dir is valid */ 2012 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2013 if (dir < 0 || dir >= 9)
2165 { 2014 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2015 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2016 return 0;
2168 } 2017 }
2169 2018
2175 2024
2176 if (op->flag [FLAG_HIDDEN]) 2025 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2026 do_hidden_move (op);
2178 2027
2179 bool retval; 2028 bool retval;
2029 int pick = 0;
2180 2030
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2031 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2032 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2033 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2034 retval = fire (op, dir);
2241 return move_player (op, op->direction); 2091 return move_player (op, op->direction);
2242 2092
2243 return false; 2093 return false;
2244} 2094}
2245 2095
2246int 2096static int
2247save_life (object *op) 2097save_life (object *op)
2248{ 2098{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0; 2100 return 0;
2251 2101
2260 2110
2261 if (op->stats.hp < 0) 2111 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2112 op->stats.hp = op->stats.maxhp;
2263 2113
2264 if (op->stats.food < 0) 2114 if (op->stats.food < 0)
2265 op->stats.food = 999; 2115 op->stats.food = MAX_FOOD;
2266 2116
2267 op->update_stats (); 2117 op->update_stats ();
2268 return 1; 2118 return 1;
2269 } 2119 }
2270 2120
2298void 2148void
2299object::drop_unpaid_items () 2149object::drop_unpaid_items ()
2300{ 2150{
2301 if (!flag [FLAG_REMOVED]) 2151 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2152 ::drop_unpaid_items (inv, this);
2303}
2304
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340} 2153}
2341 2154
2342void 2155void
2343do_some_living (object *op) 2156do_some_living (object *op)
2344{ 2157{
2499 { 2312 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2314
2502 if (over_hp > 0) 2315 if (over_hp > 0)
2503 { 2316 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2318 op->last_heal = 0;
2506 } 2319 }
2507 else 2320 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2322 }
2536 2349
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2351 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2352 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2353 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2354 op->apply (tmp);
2542 2355
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2356 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2357 break;
2545 } 2358 }
2546 else if (tmp->type == FLESH) 2359 else if (tmp->type == FLESH)
2552 */ 2365 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2366 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2367 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2368 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2370 op->apply (flesh);
2558 } 2371 }
2559 2372
2560 // If player is still starving, alert him! 2373 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2375 op->failmsg ("You are starving! "
2588 */ 2401 */
2589void 2402void
2590kill_player (object *op) 2403kill_player (object *op)
2591{ 2404{
2592 int x, y; 2405 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2406 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2407 int will_kill_again;
2596 archetype *at; 2408 archetype *at;
2597 object *tmp; 2409 object *tmp;
2598 2410
2599 if (save_life (op)) 2411 if (save_life (op))
2600 return; 2412 return;
2413
2414 dynbuf_text deathtab;
2415
2416 /* restore player */
2417 at = archetype::find (shstr_poisoning);
2418 if (object *tmp = present_arch_in_ob (at, op))
2419 {
2420 tmp->destroy ();
2421 deathtab << "Your body feels cleansed...\r";
2422 }
2423
2424 at = archetype::find (shstr_confusion);
2425 if (object *tmp = present_arch_in_ob (at, op))
2426 {
2427 tmp->destroy ();
2428 deathtab << "Your mind feels clearer...\r";
2429 }
2430
2431 cure_disease (op, 0, 0); /* remove any disease */
2432
2433 max_it (op->stats.hp , op->stats.maxhp);
2434 max_it (op->stats.sp , op->stats.maxsp);
2435 max_it (op->stats.grace, op->stats.maxgrace);
2436 max_it (op->stats.food , 200);
2437
2438 // remove all spell effects that are active
2439 // to avoid long-term effects such as word-of-recall
2440 for (object *item = op->inv; item; )
2441 {
2442 object *next = item->below;
2443
2444 if (item->type == SPELL_EFFECT && item->active)
2445 item->destroy ();
2446
2447 item = next;
2448 }
2601 2449
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2450 /* 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. 2451 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2452 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2453 */
2606 if (op_on_battleground (op, &x, &y)) 2454 if (op_on_battleground (op, &x, &y))
2607 { 2455 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2456 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2457
2631 /* create a bodypart-trophy to make the winner happy */ 2458 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2459 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2460
2634 tmp->name = format ("%s's finger" , &op->name); 2461 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2462 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2463 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2464 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title, 2465 &op->name, op->contr->title,
2639 (int)op->level, 2466 (int)op->level,
2640 op->contr->killer_name () 2467 op->contr->killer_name ()
2641 ); 2468 );
2642 tmp->value = 0, tmp->type = 0; 2469 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2470 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2471 tmp->insert_at (op, tmp);
2645 }
2646 2472
2647 /* teleport defeated player to new destination */ 2473 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2474 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2475 op->contr->braced = 0;
2476
2477 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2478 return;
2651 } 2479 }
2480
2481 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2482 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2483
2653 INVOKE_PLAYER (DEATH, op->contr); 2484 INVOKE_PLAYER (DEATH, op->contr);
2654 2485
2655 command_kill_pets (op, 0); 2486 command_kill_pets (op, 0);
2656 2487
2690 2521
2691 lost_a_stat = 0; 2522 lost_a_stat = 0;
2692 2523
2693 for (z = 0; z < num_stats_lose; z++) 2524 for (z = 0; z < num_stats_lose; z++)
2694 { 2525 {
2695 i = RANDOM () % NUM_STATS; 2526 i = rndm (NUM_STATS);
2696 2527
2697 if (settings.stat_loss_on_death) 2528 if (settings.stat_loss_on_death)
2698 { 2529 {
2699 /* Pick a random stat and take a point off it. Tell the player 2530 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2531 * what he lost.
2707 lost_a_stat = 1; 2538 lost_a_stat = 1;
2708 } 2539 }
2709 else 2540 else
2710 { 2541 {
2711 /* deplete a stat */ 2542 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2543 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2544 object *dep;
2714 2545
2715 dep = present_arch_in_ob (deparch, op); 2546 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2547 if (!dep)
2717 { 2548 {
2718 dep = arch_to_object (deparch); 2549 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2550 insert_ob_in_ob (dep, op);
2720 } 2551 }
2721 lose_this_stat = 1; 2552 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2553 if (settings.balanced_stat_loss)
2723 { 2554 {
2751 } 2582 }
2752 } 2583 }
2753 2584
2754 if (lose_this_stat) 2585 if (lose_this_stat)
2755 { 2586 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2587 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2588 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2589 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2590 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2591 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2592 * difference.
2775 /* If no stat lost, tell the player. */ 2606 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2607 if (!lost_a_stat)
2777 { 2608 {
2778 /* determine_god() seems to not work sometimes... why is this? 2609 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2610 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2611 shstr_tmp god = determine_god (op);
2781 2612
2782 if (god && (strcmp (god, "none"))) 2613 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); 2614 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2615 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2616 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2617 }
2787#else 2618#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2619 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2620#endif
2790 2621
2791 /* Put a gravestone up where the character 'almost' died. List the 2622 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2623 * exp loss on the stone.
2793 */ 2624 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2625 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2626 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2627 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2628 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2798 &op->name, op->contr->title, op->contr->killer_name ()); 2629 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y; 2630 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2631 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2632
2802 /**************************************/ 2633 /**************************************/
2803 /* */ 2634 /* */
2804 /* Subtract the experience points, */ 2635 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2636 /* */
2808 /**************************************/ 2637 /**************************************/
2809 2638
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)); */ 2639 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2640 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 2641
2853 /* 2642 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2643 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2644 * and put them back in the map.
2856 */ 2645 */
2893 2682
2894 insert_ob_in_ob (force, op); 2683 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2684 op->update_stats ();
2896 } 2685 }
2897 2686
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2687 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2688}
2900 2689
2901void 2690static void
2902loot_object (object *op) 2691loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2692{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2693 object *tmp, *tmp2, *next;
2905 2694
2906 op->close_container (); /* close open sack first */ 2695 op->close_container (); /* close open sack first */
2937 * fix_weight(): Check recursively the weight of all players, and fix 2726 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2727 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2728 * was changed.
2940 */ 2729 */
2941void 2730void
2942fix_weight (void) 2731fix_weight ()
2943{ 2732{
2944 for_all_players (pl) 2733 for_all_players (pl)
2945 { 2734 {
2946 sint32 old = pl->ob->carrying; 2735 sint32 old = pl->ob->carrying;
2947 2736
2954 } 2743 }
2955 } 2744 }
2956} 2745}
2957 2746
2958void 2747void
2959fix_luck (void) 2748fix_luck ()
2960{ 2749{
2961 for_all_players (pl) 2750 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2751 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2752 pl->ob->change_luck (0);
2964} 2753}
3036 2825
3037 if (!ob || !ob->map) 2826 if (!ob || !ob->map)
3038 return 0; 2827 return 0;
3039 2828
3040 /* so, on normal lighted maps, its hard to hide */ 2829 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2830 level = ob->map->darklevel () - 2;
3042 2831
3043 /* this also picks up whether the object is glowing. 2832 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2833 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2834 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2835 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2836 level = -(10 + (2 * ob->map->darklevel ()));
3048 2837
3049 /* scan through all nearby squares for terrain to hide in */ 2838 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2839 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2840 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2841 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 2988 while (op)
3200 { 2989 {
3201 dx = rv.distance_x + op->arch->x; 2990 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 2991 dy = rv.distance_y + op->arch->y;
3203 2992
3204 /* only the viewable area the player sees is updated by LOS 2993 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; 2994 return 1;
3212 2995
3213 op = op->more; 2996 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 2997 }
3243 2998
3244 return 0; 2999 return 0;
3245} 3000}
3246 3001
3270 && tmp->name == shstr_battleground 3025 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3026 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3027 {
3273 /* before we assign the exit, check if this is a teambattle */ 3028 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3029 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3030 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3031 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3032 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3033 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3034 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3035
3283 return 1; 3036 return 1;
3284 }
3285 } 3037 }
3286 }
3287 3038
3288 if (x && y) 3039 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3040 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3041
3291 return 1; 3042 return 1;
3429 else 3180 else
3430 j = 1; 3181 j = 1;
3431 strcat (buf, spellpathnames[i]); 3182 strcat (buf, spellpathnames[i]);
3432 } 3183 }
3433 } 3184 }
3185
3434 strcat (buf, "."); 3186 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3188 }
3437 3189
3438 /* evtl. adding flags: */ 3190 /* evtl. adding flags: */
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3201 }
3450 else 3202 else
3451 { 3203 {
3452 /* generate misc. treasure */ 3204 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3205 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3206 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3207 who->insert (tmp);
3456 } 3208 }
3457} 3209}
3458 3210
3459/** 3211//-GPL
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463void
3464player_unready_range_ob (player *pl, object *ob)
3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474}
3475 3212
3476sint8 3213sint8
3477player::visibility_at (maptile *map, int x, int y) const 3214player::darkness_at (maptile *map, int x, int y) const
3478{ 3215{
3479 if (!ns) 3216 if (!ns)
3480 return 0; 3217 return LOS_BLOCKED;
3481 3218
3482 int dx, dy; 3219 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3220 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3221 return LOS_BLOCKED;
3485 3222
3486 x += dx - ns->current_x + ns->mapx / 2; 3223 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3224 y += dy - ns->current_y;
3488 3225
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]; 3226 return blocked_los (x, y);
3493} 3227}
3494 3228
3495void 3229void
3496player::infobox (const char *title, const char *msg, int color) 3230player::infobox (const char *title, const char *msg, int color)
3497{ 3231{

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