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Comparing deliantra/server/server/player.C (file contents):
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <algorithm> 33#include <algorithm>
33#include <functional> 34#include <functional>
34 35
35playervec players; 36playervec players;
36 37
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
152static void 39static void
153set_first_map (object *op) 40set_first_map (object *op)
154{ 41{
155 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222 109
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 111
225 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
226 113
249 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
251 138
252 activate (); 139 activate ();
253 140
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
260} 143}
261 144
262void 145void
278 ns->reset_stats (); 161 ns->reset_stats ();
279 ns->pl = 0; 162 ns->pl = 0;
280 ns = 0; 163 ns = 0;
281 } 164 }
282 165
283 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
284 169
285 deactivate (); 170 deactivate ();
286} 171}
287 172
288// the need for this function can be explained 173// the need for this function can be explained
289// by load_object not returning the object 174// by load_object not returning the object
290void 175void
291player::set_object (object *op) 176player::set_object (object *op)
292{ 177{
293 ob = observe = op; 178 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
295 180
296 ob->speed = 1.0f; 181 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
298 183
327} 212}
328 213
329void 214void
330player::set_observe (object *op) 215player::set_observe (object *op)
331{ 216{
332 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
333 do_los = 1; 225 do_los = 1;
334} 226}
335 227
336player::player () 228player::player ()
337{ 229{
345 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
346 238
347 gen_sp_armour = 10; 239 gen_sp_armour = 10;
348 bowtype = bow_normal; 240 bowtype = bow_normal;
349 petmode = pet_normal; 241 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 242 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
353 do_los = 1; 244 do_los = 1;
354 245
355 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
367 { 258 {
368 ob->destroy_inv (false); 259 ob->destroy_inv (false);
369 ob->destroy (); 260 ob->destroy ();
370 } 261 }
371 262
372 ob = observe = 0; 263 ob = observe = viewpoint = 0;
373} 264}
374 265
375player::~player () 266player::~player ()
376{ 267{
377 /* Clear item stack */ 268 /* Clear item stack */
671 op->destroy (); 562 op->destroy ();
672 continue; 563 continue;
673 } 564 }
674 } 565 }
675 566
676 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 570 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
683 { 572 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 575 {
692 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 579 break;
695 } 580 }
696 581
697 if (op->nrof > 1) 582 if (op->nrof > 1)
698 op->nrof = 1; 583 op->nrof = 1;
699 } 584 }
700 585
726 else /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
729 614
730 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
731 link_player_skills (pl); 616 pl->contr->link_skills ();
732} 617}
733 618
734void 619void
735get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
736{ 621{
868 ob->msg = 0; 753 ob->msg = 0;
869 754
870 start_info (ob); 755 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 759 ob->update_stats ();
876 760
877 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
878 * is one for this race 762 * is one for this race
930 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
932 return; 816 return;
933 } 817 }
934 818
935 if (op->enemy == NULL) 819 if (!op->enemy)
936 { 820 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
939 return; 823 return;
940 } 824 }
941 825
942 /* Seen some crashes here. Since we don't store an
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL;
950 return;
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 { 827 {
955 op->enemy = NULL; 828 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 830 return;
960 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
961 834
962 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
964 { 837 {
965 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
966 839
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
968 return; 841 return;
969 } 842 }
970 843
981check_pick (object *op) 854check_pick (object *op)
982{ 855{
983 object *tmp, *next; 856 object *tmp, *next;
984 int stop = 0; 857 int stop = 0;
985 int wvratio; 858 int wvratio;
986 char putstring[128];
987 859
988 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
989 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
990 return 1; 862 return 1;
991 863
1015 887
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 889 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 891 CHK_PICK_PICKUP;
892
1020 continue; 893 continue;
1021 } 894 }
1022 895
1023 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1025 { 958 {
1026 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1018 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1032 return 1; 1020 continue;
1033 case 2:
1034 CHK_PICK_PICKUP;
1035 return 0;
1036 case 3:
1037 return 0; /* stop before pickup */
1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1049 break;
1050
1051 case 7:
1052 if (tmp->type == MONEY || tmp->type == GEM)
1053 CHK_PICK_PICKUP;
1054 break;
1055
1056 default:
1057 /* use value density */
1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 CHK_PICK_PICKUP;
1061 } 1021 }
1062 } 1022 }
1063 else 1023
1064 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1067 { 1027 {
1068 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue; 1029 continue;
1030 }
1115 1031
1116 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1118 continue; 1037 continue;
1038 }
1119 1039
1120 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1122 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1111 {
1125 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1126 continue; 1113 continue;
1127 } 1114 }
1115 }
1128 1116
1117 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1120 {
1132 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1133 continue; 1122 continue;
1134 } 1123 }
1135 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1136 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1132 */
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 { 1135 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1184 { 1139 {
1185 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1141 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1315#if 0
1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317 if (tmp->name != NULL)
1318 {
1319 fprintf (stderr, "%s", tmp->name);
1320 }
1321 else 1142 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325#endif 1146#endif
1147 CHK_PICK_PICKUP;
1326 continue; 1148 continue;
1327 }
1328 } 1149 }
1329 } /* the new pickup model */ 1150 } /* the new pickup model */
1330 } 1151 }
1331 1152
1332 return !stop; 1153 return !stop;
1360 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1361 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1362 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1184 */
1364object * 1185object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1187{
1367 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1369 1190
1370 if (!type) 1191 if (!type)
1374 { 1195 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1376 { 1197 {
1377 i = 0; 1198 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1379 if (i > betterby) 1201 if (i > betterby)
1380 { 1202 {
1381 tmp = ntmp; 1203 tmp = ntmp;
1382 betterby = i; 1204 betterby = i;
1383 } 1205 }
1384 } 1206 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1208 {
1387 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1389 { 1211 {
1390 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1391 { 1213 {
1392 *better = 100; 1214 *better = 100;
1393 return arrow; 1215 return arrow;
1408 { 1230 {
1409 tmp = arrow; 1231 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1233 }
1412 } 1234 }
1235
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1237 {
1415 tmp = arrow; 1238 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1240 }
1241
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1243 {
1420 tmp = arrow; 1244 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1246 }
1436 * op = the shooter 1260 * op = the shooter
1437 * type = bow->race 1261 * type = bow->race
1438 * dir = fire direction 1262 * dir = fire direction
1439 */ 1263 */
1440object * 1264object *
1441pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1266{
1443 object *tmp = NULL; 1267 object *tmp = NULL;
1444 maptile *m; 1268 maptile *m;
1445 int i, mflags, found, number; 1269 int i, mflags, found, number;
1446 sint16 x, y; 1270 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1462 { 1286 {
1463 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1292 {
1468 tmp = NULL; 1293 tmp = 0;
1469 break; 1294 break;
1470 } 1295 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1297 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1475 */ 1300 */
1476 tmp = NULL; 1301 tmp = 0;
1477 break; 1302 break;
1478 } 1303 }
1304
1479 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1308 break;
1489 }
1490 } 1309 }
1491 if (tmp == NULL) 1310
1311 if (!tmp)
1492 return find_arrow (op, type); 1312 return find_arrow (op, type);
1493 1313
1494 if (tmp->head) 1314 if (tmp->head)
1495 tmp = tmp->head; 1315 tmp = tmp->head;
1496 1316
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1357 return 0;
1538 } 1358 }
1539 1359
1540 // optimisation: move object to top so we will find it quickly again 1360 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1361 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1362 }
1548 1363
1549 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1550 { 1365 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 } 1392 }
1578 1393
1579 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1581 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1398 arrow->destroy ();
1583 return 0; 1399 return 0;
1584 } 1400 }
1585 1401
1586 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1412 arrow->direction = dir;
1597 1413
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1601 1417 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1418
1605#if 0 1419#if 0
1606 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1607 { 1421 {
1608 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1673 * hence the function name. 1487 * hence the function name.
1674 */ 1488 */
1675int 1489int
1676player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1677{ 1491{
1678 int ret = 0, wcmod = 0; 1492 int ret;
1679 1493
1680 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1681 { 1495 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1497 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1499 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1687 wcmod = -1;
1688
1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1502 }
1691 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1692 { 1504 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1508 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1510 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1514 }
1703 else 1515 else
1704 { 1516 {
1761 } 1573 }
1762 } 1574 }
1763 1575
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1577 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1767 if (item->type == WAND) 1580 if (item->type == WAND)
1768 { 1581 {
1769 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1770 { 1583 {
1771 object *tmp; 1584 object *tmp;
1791bool 1604bool
1792fire (object *op, int dir) 1605fire (object *op, int dir)
1793{ 1606{
1794 int spellcost = 0; 1607 int spellcost = 0;
1795 1608
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1609 player *pl = op->contr;
1801 1610
1802 if (pl->golem) 1611 if (pl->golem)
1803 { 1612 {
1804 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1806 } 1615 }
1807 1616
1808 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1809 1618
1810 if (!ob) 1619 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false; 1620 return false;
1815 1621
1816 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1817 --op->speed_left; 1623 --op->speed_left;
1818 else 1624 else
1819 return false; 1625 return false;
1820 1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1630 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op))
1632 make_visible (op);
1633
1821 switch (ob->type) 1634 switch (ob->type)
1822 { 1635 {
1823 case BOW: 1636 case BOW:
1824 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1825 break; 1638 break;
1826 1639
1827 case SPELL: 1640 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1642 break;
1830 1643
1831 case BUILDER: 1644 case BUILDER:
1832 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1833 break; 1646 break;
1842 } 1655 }
1843 1656
1844 return true; 1657 return true;
1845} 1658}
1846 1659
1847/* find_key 1660static object *
1848 * We try to find a key for the door as passed. If we find a key
1849 * and successfully use it, we return the key, otherwise NULL
1850 * This function merges both normal and locked door, since the logic
1851 * for both is the same - just the specific key is different.
1852 * pl is the player,
1853 * inv is the objects inventory to searched
1854 * door is the door we are trying to match against.
1855 * This function can be called recursively to search containers.
1856 */
1857object *
1858find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1859{ 1662{
1860 object *tmp, *key; 1663 object *tmp, *key;
1861 1664
1862 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1666 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1671 {
1869 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1673 break;
1674
1871 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1873 */ 1677 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1679 break;
1881 * a key, return 1685 * a key, return
1882 */ 1686 */
1883 if (!tmp) 1687 if (!tmp)
1884 { 1688 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1693 return key;
1892 }
1893 }
1894 1694
1895 if (!tmp) 1695 if (!tmp)
1896 return NULL; 1696 return 0;
1897 } 1697 }
1898 1698
1899 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1900 * see if we actually want to use it 1700 * see if we actually want to use it
1901 */ 1701 */
1902 if (pl != container) 1702 if (pl != container)
1903 { 1703 {
1904 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1905 if (!pl->contr) 1705 if (!pl->contr)
1906 return NULL; 1706 return 0;
1707
1907 /* cases where this fails: 1708 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1710 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1911 * containers can be used. 1712 * containers can be used.
1915 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1916 * 1717 *
1917 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1918 * all the others. 1719 * all the others.
1919 */ 1720 */
1920 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1724 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1727 return NULL;
1927 } 1728 }
1928 } 1729 }
1929 1730
1930 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1931} 1757}
1932 1758
1933/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
1986 */ 1812 */
1987bool 1813bool
1988move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
1989{ 1815{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
1990 int on_battleground; 1822 int on_battleground;
1991 1823
1992 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
1994 1826
1995 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1996 1828
1997 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
1998 return false; 1830 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005 1831
2006 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2007 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2008 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2009 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2069 --op->speed_left; 1895 --op->speed_left;
2070 1896
2071 op->play_sound (sound_find ("push_player")); 1897 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1898 push_ob (mon, dir, op);
2073 1899
2074 if (op->contr->tmp_invis || op->hide) 1900 if (action_makes_visible (op))
2075 make_visible (op); 1901 make_visible (op);
2076 1902
2077 return true; 1903 return true;
2078 } 1904 }
2079 else 1905 else
2101 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2102 } 1928 }
2103 else 1929 else
2104 op->statusmsg ("You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2105 1931
2106 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1933 make_visible (op);
2108 1934
2109 return true; 1935 return true;
2110 } 1936 }
2111 } 1937 }
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 1997
2172 op->facing = dir; 1998 op->facing = dir;
2173 1999
2174 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2001 do_hidden_move (op);
2176 2002
2177 bool retval; 2003 bool retval;
2178 2004
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2310const char * 2136const char *
2311gravestone_text (object *op) 2137gravestone_text (object *op)
2312{ 2138{
2313 static dynbuf_text buf; 2139 static dynbuf_text buf;
2314 2140
2315 buf << "---- R.I.P. ----\n\n"; 2141 buf << "---- R.I.P. ----\n\n"
2316 op->name; 2142 << op->name;
2317 2143
2318 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title; 2145 buf << " the " << op->contr->title;
2320 2146
2321 buf << "\n\n"; 2147 buf << "\n\n";
2497 { 2323 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2325
2500 if (over_hp > 0) 2326 if (over_hp > 0)
2501 { 2327 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2329 op->last_heal = 0;
2504 } 2330 }
2505 else 2331 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2333 }
2563 2389
2564 if (op->stats.food < 0) 2390 if (op->stats.food < 0)
2565 { 2391 {
2566 op->stats.hp += op->stats.food; 2392 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2393 op->stats.food = 0;
2394
2395 if (op->stats.hp < 0)
2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2568 } 2399 }
2400 }
2569 2401
2402 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2571 kill_player (op); 2404 kill_player (op);
2572 } 2405 }
2573} 2406}
2574 2407
2579 */ 2412 */
2580void 2413void
2581kill_player (object *op) 2414kill_player (object *op)
2582{ 2415{
2583 int x, y; 2416 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2418 int will_kill_again;
2587 archetype *at; 2419 archetype *at;
2588 object *tmp; 2420 object *tmp;
2589 2421
2590 if (save_life (op)) 2422 if (save_life (op))
2591 return; 2423 return;
2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2592 2462
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2466 */
2597 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2598 { 2468 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601
2602 /* restore player */
2603 at = archetype::find ("poisoning");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2612 {
2613 tmp->destroy ();
2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615 }
2616
2617 cure_disease (op, 0, 0); /* remove any disease */
2618 op->stats.hp = op->stats.maxhp;
2619 if (op->stats.food <= 0)
2620 op->stats.food = 999;
2621 2470
2622 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2624 { 2473 {
2625 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2636 } 2485 }
2637 2486
2638 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2492 return;
2642 } 2493 }
2643 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2644 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2645 2499
2646 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2647
2648 if (op->stats.food < 0)
2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2653 2501
2654 op->contr->play_sound (sound_find ("player_dies")); 2502 op->contr->play_sound (sound_find ("player_dies"));
2655 2503
2656 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2657 x = op->x; 2505 x = op->x;
2687 2535
2688 lost_a_stat = 0; 2536 lost_a_stat = 0;
2689 2537
2690 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2691 { 2539 {
2692 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2693 2541
2694 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2695 { 2543 {
2696 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2545 * what he lost.
2748 } 2596 }
2749 } 2597 }
2750 2598
2751 if (lose_this_stat) 2599 if (lose_this_stat)
2752 { 2600 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2606 * difference.
2772 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2621 if (!lost_a_stat)
2774 { 2622 {
2775 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2778 2626
2779 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2629 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2631 }
2784#else 2632#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2634#endif
2787 2635
2788 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2637 * exp loss on the stone.
2790 */ 2638 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2792 tmp->name = format ("%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2643 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2646
2798 /**************************************/ 2647 /**************************************/
2799 /* */ 2648 /* */
2800 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2650 /* */
2804 /**************************************/ 2651 /**************************************/
2805 2652
2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */
2808 at = archetype::find ("poisoning");
2809 tmp = present_arch_in_ob (at, op);
2810
2811 if (tmp)
2812 {
2813 tmp->destroy ();
2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815 }
2816
2817 at = archetype::find ("confusion");
2818 tmp = present_arch_in_ob (at, op);
2819 if (tmp)
2820 {
2821 tmp->destroy ();
2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823 }
2824
2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2655
2849 /* 2656 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2658 * and put them back in the map.
2852 */ 2659 */
2887 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2695 force->resist[at] = 100;
2889 2696
2890 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2698 op->update_stats ();
2892
2893 } 2699 }
2894 2700
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2702}
2897 2703
2898void 2704void
2899loot_object (object *op) 2705loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2998} 2804}
2999 2805
3000void 2806void
3001make_visible (object *op) 2807make_visible (object *op)
3002{ 2808{
3003 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2810 op->invisible = 0;
3005 2811
3006 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3007 { 2813 {
3008 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3033 2839
3034 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3035 return 0; 2841 return 0;
3036 2842
3037 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3039 2845
3040 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3045 2851
3046 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3196 while (op) 3002 while (op)
3197 { 3003 {
3198 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3200 3006
3201 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 3008 return 1;
3209 3009
3210 op = op->more; 3010 op = op->more;
3211 } 3011 }
3212 3012
3213 return 0; 3013 return 0;
3214} 3014}
3215 3015
3216/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3219 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3220 * return 0. 3020 * return 0.
3221 */ 3021 */
3222int 3022int
3223action_makes_visible (object *op) 3023action_makes_visible (object *op)
3224{ 3024{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 { 3026 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3228 return 0; 3034 return 0;
3035 }
3229 3036
3230 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0; 3038 return 0;
3232 3039
3233 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3235 { 3042 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3237 return 1; 3044 return 1;
3238 } 3045 }
3239 } 3046 }
3240 3047
3241 return 0; 3048 return 0;
3469 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3471} 3278}
3472 3279
3473sint8 3280sint8
3474player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3475{ 3282{
3476 if (!ns) 3283 if (!ns)
3477 return 0; 3284 return LOS_BLOCKED;
3478 3285
3479 int dx, dy; 3286 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3288 return LOS_BLOCKED;
3482 3289
3483 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3485 3292
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3490} 3294}
3491 3295
3492void 3296void
3493player::infobox (const char *title, const char *msg, int color) 3297player::infobox (const char *title, const char *msg, int color)
3494{ 3298{

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