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Comparing deliantra/server/server/player.C (file contents):
Revision 1.201 by root, Sun Aug 17 01:26:35 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
155static void 39static void
156set_first_map (object *op) 40set_first_map (object *op)
157{ 41{
158 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 111
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate (); 139 activate ();
256 140
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
263} 143}
264 144
265void 145void
281 ns->reset_stats (); 161 ns->reset_stats ();
282 ns->pl = 0; 162 ns->pl = 0;
283 ns = 0; 163 ns = 0;
284 } 164 }
285 165
286 observe = ob; 166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
287 169
288 deactivate (); 170 deactivate ();
289} 171}
290 172
291// the need for this function can be explained 173// the need for this function can be explained
292// by load_object not returning the object 174// by load_object not returning the object
293void 175void
294player::set_object (object *op) 176player::set_object (object *op)
295{ 177{
296 ob = observe = op; 178 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
298 180
299 ob->speed = 1.0f; 181 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 182 ob->speed_left = 0.5f;
301 183
330} 212}
331 213
332void 214void
333player::set_observe (object *op) 215player::set_observe (object *op)
334{ 216{
335 observe = op ? op : ob; 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
336 do_los = 1; 225 do_los = 1;
337} 226}
338 227
339player::player () 228player::player ()
340{ 229{
348 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
349 238
350 gen_sp_armour = 10; 239 gen_sp_armour = 10;
351 bowtype = bow_normal; 240 bowtype = bow_normal;
352 petmode = pet_normal; 241 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 242 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
356 do_los = 1; 244 do_los = 1;
357 245
358 weapon_sp = 1.0f; 246 weapon_sp = 1.0f;
370 { 258 {
371 ob->destroy_inv (false); 259 ob->destroy_inv (false);
372 ob->destroy (); 260 ob->destroy ();
373 } 261 }
374 262
375 ob = observe = 0; 263 ob = observe = viewpoint = 0;
376} 264}
377 265
378player::~player () 266player::~player ()
379{ 267{
380 /* Clear item stack */ 268 /* Clear item stack */
674 op->destroy (); 562 op->destroy ();
675 continue; 563 continue;
676 } 564 }
677 } 565 }
678 566
679 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 570 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
686 { 572 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 575 {
695 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 579 break;
698 } 580 }
699 581
700 if (op->nrof > 1) 582 if (op->nrof > 1)
701 op->nrof = 1; 583 op->nrof = 1;
702 } 584 }
703 585
729 else /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
732 614
733 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
734 link_player_skills (pl); 616 pl->contr->link_skills ();
735} 617}
736 618
737void 619void
738get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
739{ 621{
871 ob->msg = 0; 753 ob->msg = 0;
872 754
873 start_info (ob); 755 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 757 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 758 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 759 ob->update_stats ();
879 760
880 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
881 * is one for this race 762 * is one for this race
933 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
935 return; 816 return;
936 } 817 }
937 818
938 if (op->enemy == NULL) 819 if (!op->enemy)
939 { 820 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
942 return; 823 return;
943 } 824 }
944 825
945 /* Seen some crashes here. Since we don't store an
946 * op->enemy_count, it is possible that something destroys the
947 * actual enemy, and the object is recycled.
948 */
949 if (op->enemy->map == NULL)
950 {
951 CLEAR_FLAG (op, FLAG_SCARED);
952 op->enemy = NULL;
953 return;
954 }
955
956 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))
957 { 827 {
958 op->enemy = NULL; 828 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 830 return;
963 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
964 834
965 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
967 { 837 {
968 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
969 839
970 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)))
971 return; 841 return;
972 } 842 }
973 843
984check_pick (object *op) 854check_pick (object *op)
985{ 855{
986 object *tmp, *next; 856 object *tmp, *next;
987 int stop = 0; 857 int stop = 0;
988 int wvratio; 858 int wvratio;
989 char putstring[128];
990 859
991 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
992 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
993 return 1; 862 return 1;
994 863
1018 887
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 889 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 891 CHK_PICK_PICKUP;
892
1023 continue; 893 continue;
1024 } 894 }
1025 895
1026 /* 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? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1028 { 958 {
1029 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)
1030 { 1018 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 1019 CHK_PICK_PICKUP;
1035 return 1; 1020 continue;
1036 case 2:
1037 CHK_PICK_PICKUP;
1038 return 0;
1039 case 3:
1040 return 0; /* stop before pickup */
1041 case 4:
1042 CHK_PICK_PICKUP;
1043 break;
1044 case 5:
1045 CHK_PICK_PICKUP;
1046 stop = 1;
1047 break;
1048 case 6:
1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1052 break;
1053
1054 case 7:
1055 if (tmp->type == MONEY || tmp->type == GEM)
1056 CHK_PICK_PICKUP;
1057 break;
1058
1059 default:
1060 /* use value density */
1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1063 CHK_PICK_PICKUP;
1064 } 1021 }
1065 } 1022 }
1066 else 1023
1067 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1070 { 1027 {
1071 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1072 if (tmp->name != NULL)
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 else
1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1080 }
1081
1082 /* philosophy:
1083 * It's easy to grab an item type from a pile, as long as it's
1084 * generic. This takes no game-time. For more detailed pickups
1085 * and selections, select-items should be used. This is a
1086 * grab-as-you-run type mode that's really useful for arrows for
1087 * example.
1088 * The drawback: right now it has no frontend, so you need to
1089 * stick the bits you want into a calculator in hex mode and then
1090 * convert to decimal and then 'pickup <#>
1091 */
1092
1093 /* the first two modes are exclusive: if NOTHING we return, if
1094 * STOP then we stop. All the rest are applied sequentially,
1095 * meaning if any test passes, the item gets picked up. */
1096
1097 /* if mode is set to pick nothing up, return */
1098
1099 if (op->contr->mode & PU_NOTHING)
1100 return 1;
1101
1102 /* if mode is set to stop when encountering objects, return */
1103 /* take STOP before INHIBIT since it doesn't actually pick
1104 * anything up */
1105
1106 if (op->contr->mode & PU_STOP)
1107 return 0;
1108
1109 /* useful for going into stores and not losing your settings... */
1110 /* and for battles wher you don't want to get loaded down while
1111 * fighting */
1112 if (op->contr->mode & PU_INHIBIT)
1113 return 1;
1114
1115 /* prevent us from turning into auto-thieves :) */
1116 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117 continue; 1029 continue;
1030 }
1118 1031
1119 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1120 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;
1121 continue; 1037 continue;
1038 }
1122 1039
1123 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1124 /* 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
1125 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1126 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"))
1127 { 1111 {
1128 CHK_PICK_PICKUP; 1112 CHK_PICK_PICKUP;
1129 continue; 1113 continue;
1130 } 1114 }
1115 }
1131 1116
1117 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1120 {
1135 CHK_PICK_PICKUP; 1121 CHK_PICK_PICKUP;
1136 continue; 1122 continue;
1137 } 1123 }
1138 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1139 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1140 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
1141 { 1132 */
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145
1146 /* spellbooks, skillscrolls and normal books/scrolls */
1147 if (op->contr->mode & PU_SPELLBOOK)
1148 if (tmp->type == SPELLBOOK)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 if (op->contr->mode & PU_SKILLSCROLL)
1155 if (tmp->type == SKILLSCROLL)
1156 {
1157 CHK_PICK_PICKUP;
1158 continue;
1159 }
1160
1161 if (op->contr->mode & PU_READABLES)
1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 {
1164 CHK_PICK_PICKUP;
1165 continue;
1166 }
1167
1168 /* wands/staves/rods/horns */
1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171 {
1172 CHK_PICK_PICKUP;
1173 continue;
1174 }
1175
1176 /* pick up all magical items */
1177 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1178 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)
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_VALUABLES)
1185 { 1135 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1187 { 1139 {
1188 CHK_PICK_PICKUP; 1140 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1141 }
1191 }
1192
1193 /* rings & amulets - talismans seems to be typed AMULET */
1194 if (op->contr->mode & PU_JEWELS)
1195 if (tmp->type == RING || tmp->type == AMULET)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 /* we don't forget dragon food */
1202 if (op->contr->mode & PU_FLESH)
1203 if (tmp->type == FLESH)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* bows and arrows. Bows are good for selling! */
1210 if (op->contr->mode & PU_BOW)
1211 if (tmp->type == BOW)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_ARROW)
1218 if (tmp->type == ARROW)
1219 {
1220 CHK_PICK_PICKUP;
1221 continue;
1222 }
1223
1224 /* all kinds of armor etc. */
1225 if (op->contr->mode & PU_ARMOUR)
1226 if (tmp->type == ARMOUR)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_HELMET)
1233 if (tmp->type == HELMET)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SHIELD)
1240 if (tmp->type == SHIELD)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_BOOTS)
1247 if (tmp->type == BOOTS)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_GLOVES)
1254 if (tmp->type == GLOVES)
1255 {
1256 CHK_PICK_PICKUP;
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_CLOAK)
1261 if (tmp->type == CLOAK)
1262 {
1263 CHK_PICK_PICKUP;
1264 continue;
1265 }
1266
1267 /* hoping to catch throwing daggers here */
1268 if (op->contr->mode & PU_MISSILEWEAPON)
1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274
1275 /* careful: chairs and tables are weapons! */
1276 if (op->contr->mode & PU_ALLWEAPON)
1277 {
1278 if (tmp->type == WEAPON && tmp->name != NULL)
1279 {
1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286 }
1287
1288 if (tmp->type == WEAPON && tmp->name == NULL)
1289 {
1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 {
1292 CHK_PICK_PICKUP;
1293 continue;
1294 }
1295 }
1296 }
1297
1298 /* misc stuff that's useful */
1299 if (op->contr->mode & PU_KEY)
1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305
1306 /* any of the last 4 bits set means we use the ratio for value
1307 * pickups */
1308 if (op->contr->mode & PU_RATIO)
1309 {
1310 /* use value density to decide what else to grab */
1311 /* >=7 was >= op->contr->mode */
1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1313 */
1314 wvratio = op->contr->mode & PU_RATIO;
1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1316 {
1317 CHK_PICK_PICKUP;
1318#if 0
1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1320 if (tmp->name != NULL)
1321 {
1322 fprintf (stderr, "%s", tmp->name);
1323 }
1324 else 1142 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1327 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))));
1328#endif 1146#endif
1147 CHK_PICK_PICKUP;
1329 continue; 1148 continue;
1330 }
1331 } 1149 }
1332 } /* the new pickup model */ 1150 } /* the new pickup model */
1333 } 1151 }
1334 1152
1335 return !stop; 1153 return !stop;
1363 * 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
1364 * 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
1365 * 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.
1366 */ 1184 */
1367object * 1185object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1187{
1370 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1372 1190
1373 if (!type) 1191 if (!type)
1377 { 1195 {
1378 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))
1379 { 1197 {
1380 i = 0; 1198 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1382 if (i > betterby) 1201 if (i > betterby)
1383 { 1202 {
1384 tmp = ntmp; 1203 tmp = ntmp;
1385 betterby = i; 1204 betterby = i;
1386 } 1205 }
1387 } 1206 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1208 {
1390 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1392 { 1211 {
1393 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1394 { 1213 {
1395 *better = 100; 1214 *better = 100;
1396 return arrow; 1215 return arrow;
1411 { 1230 {
1412 tmp = arrow; 1231 tmp = arrow;
1413 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;
1414 } 1233 }
1415 } 1234 }
1235
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1237 {
1418 tmp = arrow; 1238 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1240 }
1241
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1243 {
1423 tmp = arrow; 1244 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1246 }
1439 * op = the shooter 1260 * op = the shooter
1440 * type = bow->race 1261 * type = bow->race
1441 * dir = fire direction 1262 * dir = fire direction
1442 */ 1263 */
1443object * 1264object *
1444pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1266{
1446 object *tmp = NULL; 1267 object *tmp = NULL;
1447 maptile *m; 1268 maptile *m;
1448 int i, mflags, found, number; 1269 int i, mflags, found, number;
1449 sint16 x, y; 1270 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1465 { 1286 {
1466 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1292 {
1471 tmp = NULL; 1293 tmp = 0;
1472 break; 1294 break;
1473 } 1295 }
1474 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)
1475 { 1297 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1478 */ 1300 */
1479 tmp = NULL; 1301 tmp = 0;
1480 break; 1302 break;
1481 } 1303 }
1304
1482 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1483 {
1484 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)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1308 break;
1492 }
1493 } 1309 }
1494 if (tmp == NULL) 1310
1311 if (!tmp)
1495 return find_arrow (op, type); 1312 return find_arrow (op, type);
1496 1313
1497 if (tmp->head) 1314 if (tmp->head)
1498 tmp = tmp->head; 1315 tmp = tmp->head;
1499 1316
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1357 return 0;
1541 } 1358 }
1542 1359
1543 // 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
1544 if (bow->below) 1361 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1362 }
1551 1363
1552 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1553 { 1365 {
1554 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);
1580 } 1392 }
1581 1393
1582 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1584 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1398 arrow->destroy ();
1586 return 0; 1399 return 0;
1587 } 1400 }
1588 1401
1589 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1412 arrow->direction = dir;
1600 1413
1601 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 */
1602 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1604 1417 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1418
1608#if 0 1419#if 0
1609 if (player *pl = op->contr) 1420 if (player *pl = op->contr)
1610 { 1421 {
1611 float speed = pl->weapon_sp; 1422 float speed = pl->weapon_sp;
1676 * hence the function name. 1487 * hence the function name.
1677 */ 1488 */
1678int 1489int
1679player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1680{ 1491{
1681 int ret = 0, wcmod = 0; 1492 int ret;
1682 1493
1683 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1684 { 1495 {
1685 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);
1686 } 1497 }
1687 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)
1688 { 1499 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1690 wcmod = -1;
1691
1692 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);
1693 } 1502 }
1694 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1695 { 1504 {
1696 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);
1697 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)]);
1698 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)]);
1699 } 1508 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1510 {
1702 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);
1703 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);
1704 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);
1705 } 1514 }
1706 else 1515 else
1707 { 1516 {
1764 } 1573 }
1765 } 1574 }
1766 1575
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1577 {
1769 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
1770 if (item->type == WAND) 1580 if (item->type == WAND)
1771 { 1581 {
1772 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1773 { 1583 {
1774 object *tmp; 1584 object *tmp;
1794bool 1604bool
1795fire (object *op, int dir) 1605fire (object *op, int dir)
1796{ 1606{
1797 int spellcost = 0; 1607 int spellcost = 0;
1798 1608
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1609 player *pl = op->contr;
1804 1610
1805 if (pl->golem) 1611 if (pl->golem)
1806 { 1612 {
1807 control_golem (op->contr->golem, dir); 1613 control_golem (op->contr->golem, dir);
1809 } 1615 }
1810 1616
1811 object *ob = pl->ranged_ob; 1617 object *ob = pl->ranged_ob;
1812 1618
1813 if (!ob) 1619 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false; 1620 return false;
1818 1621
1819 if (op->speed_left > 0.f) 1622 if (op->speed_left > 0.f)
1820 --op->speed_left; 1623 --op->speed_left;
1821 else 1624 else
1822 return false; 1625 return false;
1823 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
1824 switch (ob->type) 1634 switch (ob->type)
1825 { 1635 {
1826 case BOW: 1636 case BOW:
1827 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1828 break; 1638 break;
1829 1639
1830 case SPELL: 1640 case SPELL:
1831 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);
1832 break; 1642 break;
1833 1643
1834 case BUILDER: 1644 case BUILDER:
1835 apply_map_builder (op, dir); 1645 apply_map_builder (op, dir);
1836 break; 1646 break;
1845 } 1655 }
1846 1656
1847 return true; 1657 return true;
1848} 1658}
1849 1659
1850/* find_key 1660static object *
1851 * We try to find a key for the door as passed. If we find a key
1852 * and successfully use it, we return the key, otherwise NULL
1853 * This function merges both normal and locked door, since the logic
1854 * for both is the same - just the specific key is different.
1855 * pl is the player,
1856 * inv is the objects inventory to searched
1857 * door is the door we are trying to match against.
1858 * This function can be called recursively to search containers.
1859 */
1860object *
1861find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1862{ 1662{
1863 object *tmp, *key; 1663 object *tmp, *key;
1864 1664
1865 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1666 if (!container->inv)
1869 /* 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 */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1671 {
1872 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1673 break;
1674
1874 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1876 */ 1677 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1679 break;
1884 * a key, return 1685 * a key, return
1885 */ 1686 */
1886 if (!tmp) 1687 if (!tmp)
1887 { 1688 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1693 return key;
1895 }
1896 }
1897 1694
1898 if (!tmp) 1695 if (!tmp)
1899 return NULL; 1696 return 0;
1900 } 1697 }
1901 1698
1902 /* 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,
1903 * see if we actually want to use it 1700 * see if we actually want to use it
1904 */ 1701 */
1905 if (pl != container) 1702 if (pl != container)
1906 { 1703 {
1907 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1908 if (!pl->contr) 1705 if (!pl->contr)
1909 return NULL; 1706 return 0;
1707
1910 /* cases where this fails: 1708 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1710 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1914 * containers can be used. 1712 * containers can be used.
1918 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1919 * 1717 *
1920 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1921 * all the others. 1719 * all the others.
1922 */ 1720 */
1923 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1724 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1928 "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));
1929 return NULL; 1727 return NULL;
1930 } 1728 }
1931 } 1729 }
1932 1730
1933 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);
1934} 1757}
1935 1758
1936/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
1989 */ 1812 */
1990bool 1813bool
1991move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
1992{ 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
1993 int on_battleground; 1822 int on_battleground;
1994 1823
1995 sint16 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
1997 1826
1998 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1999 1828
2000 if (out_of_map (op->map, nx, ny)) 1829 if (out_of_map (op->map, nx, ny))
2001 return false; 1830 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2008 1831
2009 /* 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
2010 * 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
2011 * 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
2012 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2072 --op->speed_left; 1895 --op->speed_left;
2073 1896
2074 op->play_sound (sound_find ("push_player")); 1897 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1898 push_ob (mon, dir, op);
2076 1899
2077 if (op->contr->tmp_invis || op->hide) 1900 if (action_makes_visible (op))
2078 make_visible (op); 1901 make_visible (op);
2079 1902
2080 return true; 1903 return true;
2081 } 1904 }
2082 else 1905 else
2104 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2105 } 1928 }
2106 else 1929 else
2107 op->statusmsg ("You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2108 1931
2109 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1933 make_visible (op);
2111 1934
2112 return true; 1935 return true;
2113 } 1936 }
2114 } 1937 }
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 1997
2175 op->facing = dir; 1998 op->facing = dir;
2176 1999
2177 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2001 do_hidden_move (op);
2179 2002
2180 bool retval; 2003 bool retval;
2181 2004
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2313const char * 2136const char *
2314gravestone_text (object *op) 2137gravestone_text (object *op)
2315{ 2138{
2316 static dynbuf_text buf; 2139 static dynbuf_text buf;
2317 2140
2318 buf << "---- R.I.P. ----\n\n"; 2141 buf << "---- R.I.P. ----\n\n"
2319 op->name; 2142 << op->name;
2320 2143
2321 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title; 2145 buf << " the " << op->contr->title;
2323 2146
2324 buf << "\n\n"; 2147 buf << "\n\n";
2500 { 2323 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502 2325
2503 if (over_hp > 0) 2326 if (over_hp > 0)
2504 { 2327 {
2505 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;
2506 op->last_heal = 0; 2329 op->last_heal = 0;
2507 } 2330 }
2508 else 2331 else
2509 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);
2510 } 2333 }
2589 */ 2412 */
2590void 2413void
2591kill_player (object *op) 2414kill_player (object *op)
2592{ 2415{
2593 int x, y; 2416 int x, y;
2594 char buf[MAX_BUF];
2595 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2596 int will_kill_again; 2418 int will_kill_again;
2597 archetype *at; 2419 archetype *at;
2598 object *tmp; 2420 object *tmp;
2599 2421
2600 if (save_life (op)) 2422 if (save_life (op))
2601 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 }
2602 2462
2603 /* 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
2604 * 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.
2605 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2606 */ 2466 */
2607 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2608 { 2468 {
2609 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";
2610 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2611
2612 /* restore player */
2613 at = archetype::find ("poisoning");
2614 if (object *tmp = present_arch_in_ob (at, op))
2615 {
2616 tmp->destroy ();
2617 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2618 }
2619
2620 at = archetype::find ("confusion");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2625 }
2626
2627 cure_disease (op, 0, 0); /* remove any disease */
2628 op->stats.hp = op->stats.maxhp;
2629 if (op->stats.food <= 0)
2630 op->stats.food = 999;
2631 2470
2632 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2633 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2634 { 2473 {
2635 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2646 } 2485 }
2647 2486
2648 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2649 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2650 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2651 return; 2492 return;
2652 } 2493 }
2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2653 2497
2654 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2655 2499
2656 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2657 2501
2691 2535
2692 lost_a_stat = 0; 2536 lost_a_stat = 0;
2693 2537
2694 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2695 { 2539 {
2696 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2697 2541
2698 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2699 { 2543 {
2700 /* 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
2701 * what he lost. 2545 * what he lost.
2752 } 2596 }
2753 } 2597 }
2754 2598
2755 if (lose_this_stat) 2599 if (lose_this_stat)
2756 { 2600 {
2757 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2761 * 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
2762 * difference. 2606 * difference.
2776 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2621 if (!lost_a_stat)
2778 { 2622 {
2779 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2781 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2782 2626
2783 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2784 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";
2785 else 2629 else
2786 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";
2787 } 2631 }
2788#else 2632#else
2789 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.";
2790#endif 2634#endif
2791 2635
2792 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2637 * exp loss on the stone.
2794 */ 2638 */
2795 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2796 tmp->name = format ("%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2797 tmp->name_pl = format ("%s's gravestones", &op->name); 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 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 ());
2799 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2646
2802 /**************************************/ 2647 /**************************************/
2803 /* */ 2648 /* */
2804 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2650 /* */
2808 /**************************************/ 2651 /**************************************/
2809 2652
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)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2654 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 2655
2853 /* 2656 /*
2854 * 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
2855 * and put them back in the map. 2658 * and put them back in the map.
2856 */ 2659 */
2891 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100; 2695 force->resist[at] = 100;
2893 2696
2894 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2698 op->update_stats ();
2896
2897 } 2699 }
2898 2700
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2900} 2702}
2901 2703
2902void 2704void
2903loot_object (object *op) 2705loot_object (object *op)
2904{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3002} 2804}
3003 2805
3004void 2806void
3005make_visible (object *op) 2807make_visible (object *op)
3006{ 2808{
3007 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3008 op->invisible = 0; 2810 op->invisible = 0;
3009 2811
3010 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3011 { 2813 {
3012 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3037 2839
3038 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3039 return 0; 2841 return 0;
3040 2842
3041 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3042 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3043 2845
3044 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3045 * 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
3046 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3047 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3048 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3049 2851
3050 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3051 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3053 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])
3200 while (op) 3002 while (op)
3201 { 3003 {
3202 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3204 3006
3205 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3008 return 1;
3213 3009
3214 op = op->more; 3010 op = op->more;
3215 } 3011 }
3216 3012
3217 return 0; 3013 return 0;
3218} 3014}
3219 3015
3220/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3223 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3224 * return 0. 3020 * return 0.
3225 */ 3021 */
3226int 3022int
3227action_makes_visible (object *op) 3023action_makes_visible (object *op)
3228{ 3024{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 { 3026 {
3231 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
3232 return 0; 3034 return 0;
3035 }
3233 3036
3234 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0; 3038 return 0;
3236 3039
3237 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3238 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))
3239 { 3042 {
3240 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");
3241 return 1; 3044 return 1;
3242 } 3045 }
3243 } 3046 }
3244 3047
3245 return 0; 3048 return 0;
3473 if (pl->ranged_ob == ob) 3276 if (pl->ranged_ob == ob)
3474 pl->ranged_ob = 0; 3277 pl->ranged_ob = 0;
3475} 3278}
3476 3279
3477sint8 3280sint8
3478player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3479{ 3282{
3480 if (!ns) 3283 if (!ns)
3481 return 0; 3284 return LOS_BLOCKED;
3482 3285
3483 int dx, dy; 3286 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0; 3288 return LOS_BLOCKED;
3486 3289
3487 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3488 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3489 3292
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3494} 3294}
3495 3295
3496void 3296void
3497player::infobox (const char *title, const char *msg, int color) 3297player::infobox (const char *title, const char *msg, int color)
3498{ 3298{

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