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Comparing deliantra/server/server/player.C (file contents):
Revision 1.200 by root, Wed Jun 18 23:40:27 2008 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_player_skills (ob); 110 link_skills ();
225
226 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
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
307 142
308 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
310 switch (op->type) 145 switch (op->type)
311 { 146 {
312 case SKILL: 147 case SKILL:
313 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
314 break; 149 break;
315 150
316 case WAND: 151 case WAND:
317 case ROD: 152 case ROD:
318 case HORN: 153 case HORN:
323 case WEAPON: 158 case WEAPON:
324 combat_ob = op; 159 combat_ob = op;
325 break; 160 break;
326 } 161 }
327 162
163 ob->current_weapon = 0;
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
330} 213}
331 214
332void 215void
333player::set_observe (object *op) 216player::set_observe (object *op)
334{ 217{
335 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
336 do_los = 1; 219 do_los = 1;
337} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
338 230
339player::player () 231player::player ()
340{ 232{
341 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 234 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
349 241
350 gen_sp_armour = 10; 242 gen_sp_armour = 10;
351 bowtype = bow_normal; 243 bowtype = bow_normal;
352 petmode = pet_normal; 244 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 245 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
356 do_los = 1; 247 do_los = 1;
357 248
358 weapon_sp = 1.0f; 249 weapon_sp = 1.0f;
370 { 261 {
371 ob->destroy_inv (false); 262 ob->destroy_inv (false);
372 ob->destroy (); 263 ob->destroy ();
373 } 264 }
374 265
375 ob = observe = 0; 266 ob = observe = viewpoint = 0;
376} 267}
377 268
378player::~player () 269player::~player ()
379{ 270{
380 /* Clear item stack */ 271 /* Clear item stack */
381 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
382} 301}
383 302
384/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
385 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
386 * mode. 305 * mode.
388player * 307player *
389player::create () 308player::create ()
390{ 309{
391 player *pl = new player; 310 player *pl = new player;
392 311
393 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
394 313
395 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
398 317
399 set_first_map (pl->ob); 318 set_first_map (pl->ob);
400 319
401 return pl; 320 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 321}
431 322
432object * 323object *
433get_nearest_player (object *mon) 324get_nearest_player (object *mon)
434{ 325{
674 op->destroy (); 565 op->destroy ();
675 continue; 566 continue;
676 } 567 }
677 } 568 }
678 569
679 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 573 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
686 { 575 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 578 {
695 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 582 break;
698 } 583 }
699 584
700 if (op->nrof > 1) 585 if (op->nrof > 1)
701 op->nrof = 1; 586 op->nrof = 1;
702 } 587 }
703 588
729 else /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
732 617
733 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
734 link_player_skills (pl); 619 pl->contr->link_skills ();
735} 620}
736 621
737void 622void
738get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
739{ 624{
749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
750} 635}
751 636
752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753static int 638static int
754roll_stat (void) 639roll_stat ()
755{ 640{
756 int a[4], i, j, k; 641 int a[4], i, j, k;
757 642
758 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
759 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
856player::chargen_race_done () 741player::chargen_race_done ()
857{ 742{
858 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
859 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
860 745
861 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
862 if (tl) 747 if (tl)
863 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
864 749
865 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
866 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
871 ob->msg = 0; 756 ob->msg = 0;
872 757
873 start_info (ob); 758 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 762 ob->update_stats ();
879 763
880 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
881 * is one for this race 765 * is one for this race
920 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
921 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
922 ob->stats.grace = 0; 806 ob->stats.grace = 0;
923} 807}
924 808
925void 809static void
926flee_player (object *op) 810flee_player (object *op)
927{ 811{
928 int dir, diff; 812 int dir, diff;
929 rv_vector rv; 813 rv_vector rv;
930 814
933 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
935 return; 819 return;
936 } 820 }
937 821
938 if (op->enemy == NULL) 822 if (!op->enemy)
939 { 823 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
942 return; 826 return;
943 } 827 }
944 828
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)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 { 830 {
958 op->enemy = NULL; 831 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 833 return;
963 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
964 837
965 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
967 { 840 {
968 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
969 842
970 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
971 return; 844 return;
972 } 845 }
973 846
984check_pick (object *op) 857check_pick (object *op)
985{ 858{
986 object *tmp, *next; 859 object *tmp, *next;
987 int stop = 0; 860 int stop = 0;
988 int wvratio; 861 int wvratio;
989 char putstring[128];
990 862
991 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
992 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
993 return 1; 865 return 1;
994 866
995 next = op->below; 867 next = op->below;
996 868
997 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999 871
1000 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1001 * destroyed */ 873 * destroyed */
1002 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1018 890
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 892 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 894 CHK_PICK_PICKUP;
895
1023 continue; 896 continue;
1024 } 897 }
1025 898
1026 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1028 { 961 {
1029 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1030 { 1025 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1035 return 1; 1027 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 } 1028 }
1065 } 1029 }
1066 else 1030
1067 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1070 { 1037 {
1071 /* some debugging code to figure out item information */ 1038 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; 1039 continue;
1040 }
1118 1041
1119 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1121 continue; 1047 continue;
1048 }
1122 1049
1123 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1124 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1125 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1126 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1127 { 1121 {
1128 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1129 continue; 1123 continue;
1130 } 1124 }
1125 }
1131 1126
1127 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1130 {
1135 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1136 continue; 1132 continue;
1137 } 1133 }
1138 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1139 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1140 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1141 { 1142 */
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) 1143 wvratio = op->contr->mode & PU_RATIO;
1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 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 { 1145 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1187 { 1149 {
1188 CHK_PICK_PICKUP; 1150 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1151 }
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 * and multiply them by 5, giving 0..15*5== 5..75 */
1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1315 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
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 1152 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1328#endif 1156#endif
1157 CHK_PICK_PICKUP;
1329 continue; 1158 continue;
1330 }
1331 } 1159 }
1332 } /* the new pickup model */ 1160 } /* the new pickup model */
1333 } 1161 }
1334 1162
1335 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1336} 1199}
1337 1200
1338/* 1201/*
1339 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1340 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1341 * found object is returned. 1204 * found object is returned.
1342 */ 1205 */
1343object * 1206static object *
1344find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1345{ 1208{
1346 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp); 1211 return splay (tmp);
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1229 */
1367object * 1230static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1232{
1370 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1372 1235
1373 if (!type) 1236 if (!type)
1377 { 1240 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1242 {
1380 i = 0; 1243 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1382 if (i > betterby) 1246 if (i > betterby)
1383 { 1247 {
1384 tmp = ntmp; 1248 tmp = ntmp;
1385 betterby = i; 1249 betterby = i;
1386 } 1250 }
1387 } 1251 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1253 {
1390 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1392 { 1256 {
1393 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1394 { 1258 {
1395 *better = 100; 1259 *better = 100;
1396 return arrow; 1260 return arrow;
1411 { 1275 {
1412 tmp = arrow; 1276 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1278 }
1415 } 1279 }
1280
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1282 {
1418 tmp = arrow; 1283 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1285 }
1286
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1288 {
1423 tmp = arrow; 1289 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1291 }
1438 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1305 * op = the shooter
1440 * type = bow->race 1306 * type = bow->race
1441 * dir = fire direction 1307 * dir = fire direction
1442 */ 1308 */
1443object * 1309static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1311{
1446 object *tmp = NULL; 1312 object *tmp = NULL;
1447 maptile *m; 1313 maptile *m;
1448 int i, mflags, found, number; 1314 int i, mflags, found, number;
1449 sint16 x, y; 1315 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1465 { 1331 {
1466 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1337 {
1471 tmp = NULL; 1338 tmp = 0;
1472 break; 1339 break;
1473 } 1340 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1342 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1478 */ 1345 */
1479 tmp = NULL; 1346 tmp = 0;
1480 break; 1347 break;
1481 } 1348 }
1349
1482 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1353 break;
1492 }
1493 } 1354 }
1494 if (tmp == NULL) 1355
1356 if (!tmp)
1495 return find_arrow (op, type); 1357 return find_arrow (op, type);
1496 1358
1497 if (tmp->head) 1359 if (tmp->head)
1498 tmp = tmp->head; 1360 tmp = tmp->head;
1499 1361
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1402 return 0;
1541 } 1403 }
1542 1404
1543 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1406 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1407 }
1551 1408
1552 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1553 { 1410 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 } 1437 }
1581 1438
1582 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1584 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1443 arrow->destroy ();
1586 return 0; 1444 return 0;
1587 } 1445 }
1588 1446
1589 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1457 arrow->direction = dir;
1600 1458
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1604 1462 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1463
1608#if 0 1464#if 0
1609 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1610 { 1466 {
1611 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1673 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1674 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1675 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1676 * hence the function name. 1532 * hence the function name.
1677 */ 1533 */
1678int 1534static int
1679player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1680{ 1536{
1681 int ret = 0, wcmod = 0; 1537 int ret;
1682 1538
1683 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1684 { 1540 {
1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1686 } 1542 }
1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688 { 1544 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 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); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1693 } 1547 }
1694 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1695 { 1549 {
1696 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 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)]); 1551 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)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699 } 1553 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1555 {
1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 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); 1557 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); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1705 } 1559 }
1706 else 1560 else
1707 { 1561 {
1713} 1567}
1714 1568
1715/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1716 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1717 */ 1571 */
1718void 1572static void
1719fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1720{ 1574{
1721 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1722 1576
1723 if (!item) 1577 if (!item)
1745 return; 1599 return;
1746 } 1600 }
1747 } 1601 }
1748 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1749 { 1603 {
1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1751 1605
1752 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1755 { 1609 {
1756 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1757 1611
1758 if (item->type == ROD) 1612 if (item->type == ROD)
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764 } 1618 }
1765 } 1619 }
1766 1620
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1622 {
1769 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1770 if (item->type == WAND) 1625 if (item->type == WAND)
1771 { 1626 {
1772 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1773 { 1628 {
1774 object *tmp; 1629 object *tmp;
1794bool 1649bool
1795fire (object *op, int dir) 1650fire (object *op, int dir)
1796{ 1651{
1797 int spellcost = 0; 1652 int spellcost = 0;
1798 1653
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1654 player *pl = op->contr;
1804 1655
1805 if (pl->golem) 1656 if (pl->golem)
1806 { 1657 {
1807 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1809 } 1660 }
1810 1661
1811 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1812 1663
1813 if (!ob) 1664 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false; 1665 return false;
1818 1666
1819 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1820 --op->speed_left; 1668 --op->speed_left;
1821 else 1669 else
1822 return false; 1670 return false;
1823 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1824 switch (ob->type) 1679 switch (ob->type)
1825 { 1680 {
1826 case BOW: 1681 case BOW:
1827 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1828 break; 1683 break;
1829 1684
1830 case SPELL: 1685 case SPELL:
1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1832 break; 1687 break;
1833 1688
1834 case BUILDER: 1689 case BUILDER:
1835 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1836 break; 1691 break;
1845 } 1700 }
1846 1701
1847 return true; 1702 return true;
1848} 1703}
1849 1704
1850/* find_key 1705static 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) 1706find_key_ (object *pl, object *container, object *door)
1862{ 1707{
1863 object *tmp, *key; 1708 object *tmp, *key;
1864 1709
1865 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1711 if (!container->inv)
1869 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1716 {
1872 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1718 break;
1719
1874 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1876 */ 1722 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1724 break;
1884 * a key, return 1730 * a key, return
1885 */ 1731 */
1886 if (!tmp) 1732 if (!tmp)
1887 { 1733 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1738 return key;
1895 }
1896 }
1897 1739
1898 if (!tmp) 1740 if (!tmp)
1899 return NULL; 1741 return 0;
1900 } 1742 }
1901 1743
1902 /* We get down here if we have found a key. Now if its in a container, 1744 /* 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 1745 * see if we actually want to use it
1904 */ 1746 */
1905 if (pl != container) 1747 if (pl != container)
1906 { 1748 {
1907 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1908 if (!pl->contr) 1750 if (!pl->contr)
1909 return NULL; 1751 return 0;
1752
1910 /* cases where this fails: 1753 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1755 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1914 * containers can be used. 1757 * containers can be used.
1918 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1919 * 1762 *
1920 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1921 * all the others. 1764 * all the others.
1922 */ 1765 */
1923 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1769 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 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)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1929 return NULL; 1772 return NULL;
1930 } 1773 }
1931 } 1774 }
1932 1775
1933 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1934} 1802}
1935 1803
1936/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1989 */ 1857 */
1990bool 1858bool
1991move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1992{ 1860{
1993 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1994 1866
1995 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1997 1869
1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
2001 return false; 1871 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 1872
2009 /* If braced, or can't move to the square, and it is not out of the 1873 /* 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 1874 * 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 1875 * 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 1876 * player. This is a pretty nasty hack, because if we could
2072 --op->speed_left; 1936 --op->speed_left;
2073 1937
2074 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2076 1940
2077 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2078 make_visible (op); 1942 make_visible (op);
2079 1943
2080 return true; 1944 return true;
2081 } 1945 }
2082 else 1946 else
2083 return false; 1947 return false;
2084 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2085 1951
2086 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2088 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2089 * attack them either. 1955 * attack them either.
2104 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2105 } 1971 }
2106 else 1972 else
2107 op->statusmsg ("You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2108 1974
2109 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1976 make_visible (op);
2111 1977
2112 return true; 1978 return true;
2113 } 1979 }
2114 } 1980 }
2154} 2020}
2155 2021
2156bool 2022bool
2157move_player (object *op, int dir) 2023move_player (object *op, int dir)
2158{ 2024{
2159 int pick;
2160
2161 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2162 return 0; 2026 return 0;
2163 2027
2164 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2166 { 2030 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0; 2032 return 0;
2169 } 2033 }
2170 2034
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 2038
2175 op->facing = dir; 2039 op->facing = dir;
2176 2040
2177 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2042 do_hidden_move (op);
2179 2043
2180 bool retval; 2044 bool retval;
2045 int pick = 0;
2181 2046
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2185 retval = fire (op, dir); 2050 retval = fire (op, dir);
2242 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2243 2108
2244 return false; 2109 return false;
2245} 2110}
2246 2111
2247int 2112static int
2248save_life (object *op) 2113save_life (object *op)
2249{ 2114{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2251 return 0; 2116 return 0;
2252 2117
2299void 2164void
2300object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2301{ 2166{
2302 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2304}
2305
2306/*
2307 * Returns pointer a static string containing gravestone text
2308 * Moved from apply.c to player.c - player.c is what
2309 * actually uses this function. player.c may not be quite the
2310 * best, a misc file for object actions is probably better,
2311 * but there isn't one in the server directory.
2312 */
2313const char *
2314gravestone_text (object *op)
2315{
2316 static dynbuf_text buf;
2317
2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2321 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title;
2323
2324 buf << "\n\n";
2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2330 if (op->type == PLAYER)
2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2332
2333 {
2334 static char buf2[128];
2335 time_t now = time (NULL);
2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2337 buf << buf2;
2338 }
2339
2340 return buf;
2341} 2169}
2342 2170
2343void 2171void
2344do_some_living (object *op) 2172do_some_living (object *op)
2345{ 2173{
2500 { 2328 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502 2330
2503 if (over_hp > 0) 2331 if (over_hp > 0)
2504 { 2332 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0; 2334 op->last_heal = 0;
2507 } 2335 }
2508 else 2336 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 } 2338 }
2589 */ 2417 */
2590void 2418void
2591kill_player (object *op) 2419kill_player (object *op)
2592{ 2420{
2593 int x, y; 2421 int x, y;
2594 char buf[MAX_BUF];
2595 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2596 int will_kill_again; 2423 int will_kill_again;
2597 archetype *at; 2424 archetype *at;
2598 object *tmp; 2425 object *tmp;
2599 2426
2600 if (save_life (op)) 2427 if (save_life (op))
2601 return; 2428 return;
2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2602 2467
2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* 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. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2605 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2606 */ 2471 */
2607 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2608 { 2473 {
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 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 2475
2632 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2633 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2634 { 2478
2635 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2636 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2637 tmp->msg = format ( 2481 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2640 (int)op->level, 2484 (int)op->level,
2641 op->contr->killer_name () 2485 op->contr->killer_name ()
2642 ); 2486 );
2643 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2644 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2645 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2646 }
2647 2490
2648 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2649 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2650 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2651 return; 2496 return;
2652 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2653 2501
2654 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2655 2503
2656 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2657 2505
2691 2539
2692 lost_a_stat = 0; 2540 lost_a_stat = 0;
2693 2541
2694 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2695 { 2543 {
2696 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2697 2545
2698 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2699 { 2547 {
2700 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2549 * what he lost.
2708 lost_a_stat = 1; 2556 lost_a_stat = 1;
2709 } 2557 }
2710 else 2558 else
2711 { 2559 {
2712 /* deplete a stat */ 2560 /* deplete a stat */
2713 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2714 object *dep; 2562 object *dep;
2715 2563
2716 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2717 if (!dep) 2565 if (!dep)
2718 { 2566 {
2719 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2720 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2721 } 2569 }
2722 lose_this_stat = 1; 2570 lose_this_stat = 1;
2723 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2724 { 2572 {
2752 } 2600 }
2753 } 2601 }
2754 2602
2755 if (lose_this_stat) 2603 if (lose_this_stat)
2756 { 2604 {
2757 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2610 * difference.
2776 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2625 if (!lost_a_stat)
2778 { 2626 {
2779 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2781 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2782 2630
2783 if (god && (strcmp (god, "none"))) 2631 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); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2785 else 2633 else
2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2787 } 2635 }
2788#else 2636#else
2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2638#endif
2791 2639
2792 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2641 * exp loss on the stone.
2794 */ 2642 */
2795 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2796 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2797 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 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 ()); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2647 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2650
2802 /**************************************/ 2651 /**************************************/
2803 /* */ 2652 /* */
2804 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2654 /* */
2808 /**************************************/ 2655 /**************************************/
2809 2656
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)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2658 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 2659
2853 /* 2660 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2662 * and put them back in the map.
2856 */ 2663 */
2891 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100; 2699 force->resist[at] = 100;
2893 2700
2894 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2702 op->update_stats ();
2896
2897 } 2703 }
2898 2704
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2900} 2706}
2901 2707
2902void 2708static void
2903loot_object (object *op) 2709loot_object (object *op)
2904{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2905 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2906 2712
2907 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2938 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2939 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2940 * was changed. 2746 * was changed.
2941 */ 2747 */
2942void 2748void
2943fix_weight (void) 2749fix_weight ()
2944{ 2750{
2945 for_all_players (pl) 2751 for_all_players (pl)
2946 { 2752 {
2947 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2948 2754
2955 } 2761 }
2956 } 2762 }
2957} 2763}
2958 2764
2959void 2765void
2960fix_luck (void) 2766fix_luck ()
2961{ 2767{
2962 for_all_players (pl) 2768 for_all_players (pl)
2963 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2964 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2965} 2771}
3002} 2808}
3003 2809
3004void 2810void
3005make_visible (object *op) 2811make_visible (object *op)
3006{ 2812{
3007 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3008 op->invisible = 0; 2814 op->invisible = 0;
3009 2815
3010 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3011 { 2817 {
3012 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3037 2843
3038 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3039 return 0; 2845 return 0;
3040 2846
3041 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3042 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3043 2849
3044 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3045 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3046 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3047 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3048 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3049 2855
3050 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3051 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3200 while (op) 3006 while (op)
3201 { 3007 {
3202 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3204 3010
3205 /* only the viewable area the player sees is updated by LOS 3011 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; 3012 return 1;
3213 3013
3214 op = op->more; 3014 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3015 }
3244 3016
3245 return 0; 3017 return 0;
3246} 3018}
3247 3019
3271 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3045 {
3274 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3050 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3051 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3053
3284 return 1; 3054 return 1;
3285 }
3286 } 3055 }
3287 }
3288 3056
3289 if (x && y) 3057 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3059
3292 return 1; 3060 return 1;
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3218 }
3451 else 3219 else
3452 { 3220 {
3453 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456 who->insert (tmp); 3224 who->insert (tmp);
3457 } 3225 }
3458} 3226}
3459 3227
3472 3240
3473 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3474 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3475} 3243}
3476 3244
3245//-GPL
3246
3477sint8 3247sint8
3478player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3479{ 3249{
3480 if (!ns) 3250 if (!ns)
3481 return 0; 3251 return LOS_BLOCKED;
3482 3252
3483 int dx, dy; 3253 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0; 3255 return LOS_BLOCKED;
3486 3256
3487 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3488 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3489 3259
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]; 3260 return blocked_los (x, y);
3494} 3261}
3495 3262
3496void 3263void
3497player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3498{ 3265{

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