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Comparing deliantra/server/server/player.C (file contents):
Revision 1.199 by root, Sat May 17 14:57:23 2008 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_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
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
255 activate (); 174 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 175
261 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
263} 178}
264 179
281 ns->reset_stats (); 196 ns->reset_stats ();
282 ns->pl = 0; 197 ns->pl = 0;
283 ns = 0; 198 ns = 0;
284 } 199 }
285 200
286 observe = ob; 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
287 204
288 deactivate (); 205 deactivate ();
289} 206}
207
208//-GPL
290 209
291// the need for this function can be explained 210// the need for this function can be explained
292// by load_object not returning the object 211// by load_object not returning the object
293void 212void
294player::set_object (object *op) 213player::set_object (object *op)
295{ 214{
296 ob = observe = op; 215 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
298 217
299 ob->speed = 1.0f; 218 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
301 220
302 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 222}
331 223
332void 224void
333player::set_observe (object *op) 225player::set_observe (object *op)
334{ 226{
335 observe = op ? op : ob; 227 observe = viewpoint = op ? op : ob;
336 do_los = 1; 228 do_los = 1;
337} 229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
338 239
339player::player () 240player::player ()
340{ 241{
341 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 243 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
349 250
350 gen_sp_armour = 10; 251 gen_sp_armour = 10;
351 bowtype = bow_normal; 252 bowtype = bow_normal;
352 petmode = pet_normal; 253 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 254 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
356 do_los = 1; 256 do_los = 1;
357 257
358 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
370 { 270 {
371 ob->destroy_inv (false); 271 ob->destroy_inv (false);
372 ob->destroy (); 272 ob->destroy ();
373 } 273 }
374 274
375 ob = observe = 0; 275 ob = observe = viewpoint = 0;
376} 276}
377 277
378player::~player () 278player::~player ()
379{ 279{
380 /* Clear item stack */ 280 /* Clear item stack */
381 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
382} 310}
383 311
384/* Tries to add player on the connection passed in ns. 312/* 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 313 * All we can really get in this is some settings like host and display
386 * mode. 314 * mode.
388player * 316player *
389player::create () 317player::create ()
390{ 318{
391 player *pl = new player; 319 player *pl = new player;
392 320
393 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
394 322
395 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
398 326
399 set_first_map (pl->ob); 327 set_first_map (pl->ob);
400 328
401 return pl; 329 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} 330}
431 331
432object * 332object *
433get_nearest_player (object *mon) 333get_nearest_player (object *mon)
434{ 334{
674 op->destroy (); 574 op->destroy ();
675 continue; 575 continue;
676 } 576 }
677 } 577 }
678 578
679 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 582 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
686 { 584 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 587 {
695 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 591 break;
698 } 592 }
699 593
700 if (op->nrof > 1) 594 if (op->nrof > 1)
701 op->nrof = 1; 595 op->nrof = 1;
702 } 596 }
703 597
729 else /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
732 626
733 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
734 link_player_skills (pl); 628 pl->contr->link_skills ();
735} 629}
736 630
737void 631void
738get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
739{ 633{
749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
750} 644}
751 645
752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753static int 647static int
754roll_stat (void) 648roll_stat ()
755{ 649{
756 int a[4], i, j, k; 650 int a[4], i, j, k;
757 651
758 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
759 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
856player::chargen_race_done () 750player::chargen_race_done ()
857{ 751{
858 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
859 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
860 754
861 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
862 if (tl) 756 if (tl)
863 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
864 758
865 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
866 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
871 ob->msg = 0; 765 ob->msg = 0;
872 766
873 start_info (ob); 767 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 771 ob->update_stats ();
879 772
880 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
881 * is one for this race 774 * is one for this race
920 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
921 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
922 ob->stats.grace = 0; 815 ob->stats.grace = 0;
923} 816}
924 817
925void 818static void
926flee_player (object *op) 819flee_player (object *op)
927{ 820{
928 int dir, diff; 821 int dir, diff;
929 rv_vector rv; 822 rv_vector rv;
930 823
933 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
935 return; 828 return;
936 } 829 }
937 830
938 if (op->enemy == NULL) 831 if (!op->enemy)
939 { 832 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
942 return; 835 return;
943 } 836 }
944 837
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)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 { 839 {
958 op->enemy = NULL; 840 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 842 return;
963 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
964 846
965 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
967 { 849 {
968 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
969 851
970 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
971 return; 853 return;
972 } 854 }
973 855
974 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
975 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
984check_pick (object *op) 866check_pick (object *op)
985{ 867{
986 object *tmp, *next; 868 object *tmp, *next;
987 int stop = 0; 869 int stop = 0;
988 int wvratio; 870 int wvratio;
989 char putstring[128];
990 871
991 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
992 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
993 return 1; 874 return 1;
994 875
995 next = op->below; 876 next = op->below;
996 877
997 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999 880
1000 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1001 * destroyed */ 882 * destroyed */
1002 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1018 899
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 901 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 903 CHK_PICK_PICKUP;
904
1023 continue; 905 continue;
1024 } 906 }
1025 907
1026 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1028 { 970 {
1029 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1030 { 1034 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 1035 CHK_PICK_PICKUP;
1035 return 1; 1036 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 } 1037 }
1065 } 1038 }
1066 else 1039
1067 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1070 { 1046 {
1071 /* some debugging code to figure out item information */ 1047 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; 1048 continue;
1049 }
1118 1050
1119 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1121 continue; 1056 continue;
1057 }
1122 1058
1123 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1124 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1125 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1126 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1127 { 1130 {
1128 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1129 continue; 1132 continue;
1130 } 1133 }
1134 }
1131 1135
1136 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1139 {
1135 CHK_PICK_PICKUP; 1140 CHK_PICK_PICKUP;
1136 continue; 1141 continue;
1137 } 1142 }
1138 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1139 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1140 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1141 { 1151 */
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) 1152 wvratio = op->contr->mode & PU_RATIO;
1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 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 { 1154 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1187 { 1158 {
1188 CHK_PICK_PICKUP; 1159 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1160 }
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 1161 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1328#endif 1165#endif
1166 CHK_PICK_PICKUP;
1329 continue; 1167 continue;
1330 }
1331 } 1168 }
1332 } /* the new pickup model */ 1169 } /* the new pickup model */
1333 } 1170 }
1334 1171
1335 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1336} 1208}
1337 1209
1338/* 1210/*
1339 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1340 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1341 * found object is returned. 1213 * found object is returned.
1342 */ 1214 */
1343object * 1215static object *
1344find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1345{ 1217{
1346 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp); 1220 return splay (tmp);
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * 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 1235 * 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 1236 * 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. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1238 */
1367object * 1239static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1241{
1370 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1372 1244
1373 if (!type) 1245 if (!type)
1377 { 1249 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 { 1251 {
1380 i = 0; 1252 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1382 if (i > betterby) 1255 if (i > betterby)
1383 { 1256 {
1384 tmp = ntmp; 1257 tmp = ntmp;
1385 betterby = i; 1258 betterby = i;
1386 } 1259 }
1387 } 1260 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1262 {
1390 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1392 { 1265 {
1393 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1394 { 1267 {
1395 *better = 100; 1268 *better = 100;
1396 return arrow; 1269 return arrow;
1411 { 1284 {
1412 tmp = arrow; 1285 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1287 }
1415 } 1288 }
1289
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1291 {
1418 tmp = arrow; 1292 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1294 }
1295
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1297 {
1423 tmp = arrow; 1298 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1300 }
1438 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1314 * op = the shooter
1440 * type = bow->race 1315 * type = bow->race
1441 * dir = fire direction 1316 * dir = fire direction
1442 */ 1317 */
1443object * 1318static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1320{
1446 object *tmp = NULL; 1321 object *tmp = NULL;
1447 maptile *m; 1322 maptile *m;
1448 int i, mflags, found, number; 1323 int i, mflags, found, number;
1449 sint16 x, y; 1324 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1465 { 1340 {
1466 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1346 {
1471 tmp = NULL; 1347 tmp = 0;
1472 break; 1348 break;
1473 } 1349 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1351 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1478 */ 1354 */
1479 tmp = NULL; 1355 tmp = 0;
1480 break; 1356 break;
1481 } 1357 }
1358
1482 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1362 break;
1492 }
1493 } 1363 }
1494 if (tmp == NULL) 1364
1365 if (!tmp)
1495 return find_arrow (op, type); 1366 return find_arrow (op, type);
1496 1367
1497 if (tmp->head) 1368 if (tmp->head)
1498 tmp = tmp->head; 1369 tmp = tmp->head;
1499 1370
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1411 return 0;
1541 } 1412 }
1542 1413
1543 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1415 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1416 }
1551 1417
1552 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1553 { 1419 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 } 1446 }
1581 1447
1582 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1584 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1452 arrow->destroy ();
1586 return 0; 1453 return 0;
1587 } 1454 }
1588 1455
1589 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1466 arrow->direction = dir;
1600 1467
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1604 1471 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1472
1608#if 0 1473#if 0
1609 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1610 { 1475 {
1611 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1673 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1674 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1675 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1676 * hence the function name. 1541 * hence the function name.
1677 */ 1542 */
1678int 1543static int
1679player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1680{ 1545{
1681 int ret = 0, wcmod = 0; 1546 int ret;
1682 1547
1683 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1684 { 1549 {
1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1686 } 1551 }
1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688 { 1553 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 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); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1693 } 1556 }
1694 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1695 { 1558 {
1696 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699 } 1562 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1564 {
1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1705 } 1568 }
1706 else 1569 else
1707 { 1570 {
1713} 1576}
1714 1577
1715/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1716 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1717 */ 1580 */
1718void 1581static void
1719fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1720{ 1583{
1721 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1722 1585
1723 if (!item) 1586 if (!item)
1730 { 1593 {
1731 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1732 return; 1595 return;
1733 } 1596 }
1734 1597
1735 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1736 return; 1599 return;
1737 1600
1738 if (item->type == WAND) 1601 if (item->type == WAND)
1739 { 1602 {
1740 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1745 return; 1608 return;
1746 } 1609 }
1747 } 1610 }
1748 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1749 { 1612 {
1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1751 1614
1752 // using the maximum of the rods charge allows at least one spell cast 1615 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1755 { 1618 {
1756 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1757 1620
1758 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764 } 1627 }
1765 } 1628 }
1766 1629
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1631 {
1769 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1770 if (item->type == WAND) 1634 if (item->type == WAND)
1771 { 1635 {
1772 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1773 { 1637 {
1774 object *tmp; 1638 object *tmp;
1790} 1654}
1791 1655
1792/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1793 */ 1657 */
1794bool 1658bool
1795fire (object *op, int dir) 1659fire (object *who, int dir)
1796{ 1660{
1797 int spellcost = 0; 1661 int spellcost = 0;
1798 1662
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1663 player *pl = who->contr;
1804 1664
1805 if (pl->golem) 1665 if (pl->golem)
1806 { 1666 {
1807 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1808 return false; 1668 return false;
1809 } 1669 }
1810 1670
1811 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1812 1672
1813 if (!ob) 1673 if (!ob)
1814 return false; 1674 return false;
1815 1675
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1820 --op->speed_left; 1677 --who->speed_left;
1821 else 1678 else
1822 return false; 1679 return false;
1823 1680
1681 if (!who->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (who))
1686 make_visible (who);
1687
1824 switch (ob->type) 1688 switch (ob->type)
1825 { 1689 {
1826 case BOW: 1690 case BOW:
1827 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1828 break; 1692 break;
1829 1693
1830 case SPELL: 1694 case SPELL:
1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1832 break; 1696 break;
1833 1697
1834 case BUILDER: 1698 case BUILDER:
1835 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1836 break; 1700 break;
1837 1701
1838 case SKILL: 1702 case SKILL:
1839 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1840 break; 1704 break;
1841 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1842 default: 1710 default:
1843 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1844 break; 1712 break;
1845 } 1713 }
1846 1714
1847 return true; 1715 return true;
1848} 1716}
1849 1717
1850/* find_key 1718static 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) 1719find_key_ (object *pl, object *container, object *door)
1862{ 1720{
1863 object *tmp, *key; 1721 object *tmp, *key;
1864 1722
1865 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1724 if (!container->inv)
1869 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1729 {
1872 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1731 break;
1732
1874 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1876 */ 1735 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1737 break;
1884 * a key, return 1743 * a key, return
1885 */ 1744 */
1886 if (!tmp) 1745 if (!tmp)
1887 { 1746 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1751 return key;
1895 }
1896 }
1897 1752
1898 if (!tmp) 1753 if (!tmp)
1899 return NULL; 1754 return 0;
1900 } 1755 }
1901 1756
1902 /* We get down here if we have found a key. Now if its in a container, 1757 /* 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 1758 * see if we actually want to use it
1904 */ 1759 */
1905 if (pl != container) 1760 if (pl != container)
1906 { 1761 {
1907 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1908 if (!pl->contr) 1763 if (!pl->contr)
1909 return NULL; 1764 return 0;
1765
1910 /* cases where this fails: 1766 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1768 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1914 * containers can be used. 1770 * containers can be used.
1918 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1919 * 1775 *
1920 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1921 * all the others. 1777 * all the others.
1922 */ 1778 */
1923 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1782 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 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)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1929 return NULL; 1785 return NULL;
1930 } 1786 }
1931 } 1787 }
1932 1788
1933 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1934} 1815}
1935 1816
1936/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1989 */ 1870 */
1990bool 1871bool
1991move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1992{ 1873{
1993 int on_battleground; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1875 {
1876 --op->speed_left;
1877 return true;
1878 }
1994 1879
1995 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1997 1882
1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2001 return false; 1884 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 1885
2009 /* If braced, or can't move to the square, and it is not out of the 1886 /* 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 1887 * 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 1888 * 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 1889 * player. This is a pretty nasty hack, because if we could
2072 --op->speed_left; 1949 --op->speed_left;
2073 1950
2074 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2076 1953
2077 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2078 make_visible (op); 1955 make_visible (op);
2079 1956
2080 return true; 1957 return true;
2081 } 1958 }
2082 else 1959 else
2083 return false; 1960 return false;
2084 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2085 1964
2086 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2088 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2089 * attack them either. 1968 * attack them either.
2104 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2105 } 1984 }
2106 else 1985 else
2107 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2108 1987
2109 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1989 make_visible (op);
2111 1990
2112 return true; 1991 return true;
2113 } 1992 }
2114 } 1993 }
2154} 2033}
2155 2034
2156bool 2035bool
2157move_player (object *op, int dir) 2036move_player (object *op, int dir)
2158{ 2037{
2159 int pick;
2160
2161 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2162 return 0; 2039 return 0;
2163 2040
2164 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2166 { 2043 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0; 2045 return 0;
2169 } 2046 }
2170 2047
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 2051
2175 op->facing = dir; 2052 op->facing = dir;
2176 2053
2177 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2055 do_hidden_move (op);
2179 2056
2180 bool retval; 2057 bool retval;
2058 int pick = 0;
2181 2059
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2185 retval = fire (op, dir); 2063 retval = fire (op, dir);
2242 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2243 2121
2244 return false; 2122 return false;
2245} 2123}
2246 2124
2247int 2125static int
2248save_life (object *op) 2126save_life (object *op)
2249{ 2127{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2251 return 0; 2129 return 0;
2252 2130
2261 2139
2262 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2263 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2264 2142
2265 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2266 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2267 2145
2268 op->update_stats (); 2146 op->update_stats ();
2269 return 1; 2147 return 1;
2270 } 2148 }
2271 2149
2299void 2177void
2300object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2301{ 2179{
2302 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this); 2181 ::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} 2182}
2342 2183
2343void 2184void
2344do_some_living (object *op) 2185do_some_living (object *op)
2345{ 2186{
2500 { 2341 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502 2343
2503 if (over_hp > 0) 2344 if (over_hp > 0)
2504 { 2345 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0; 2347 op->last_heal = 0;
2507 } 2348 }
2508 else 2349 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 } 2351 }
2537 2378
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 { 2380 {
2540 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2541 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2542 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2543 2384
2544 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2545 break; 2386 break;
2546 } 2387 }
2547 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2553 */ 2394 */
2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2555 { 2396 {
2556 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2559 } 2400 }
2560 2401
2561 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2562 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2566 2407
2567 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2568 { 2409 {
2569 op->stats.hp += op->stats.food; 2410 op->stats.hp += op->stats.food;
2570 op->stats.food = 0; 2411 op->stats.food = 0;
2412
2413 if (op->stats.hp < 0)
2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2571 } 2417 }
2418 }
2572 2419
2420 /* killer should be set here already */
2573 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2574 kill_player (op); 2422 kill_player (op);
2575 } 2423 }
2576} 2424}
2577 2425
2582 */ 2430 */
2583void 2431void
2584kill_player (object *op) 2432kill_player (object *op)
2585{ 2433{
2586 int x, y; 2434 int x, y;
2587 char buf[MAX_BUF];
2588 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2589 int will_kill_again; 2436 int will_kill_again;
2590 archetype *at; 2437 archetype *at;
2591 object *tmp; 2438 object *tmp;
2592 2439
2593 if (save_life (op)) 2440 if (save_life (op))
2594 return; 2441 return;
2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2595 2478
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2482 */
2600 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2601 { 2484 {
2602 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2603 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604
2605 /* restore player */
2606 at = archetype::find ("poisoning");
2607 if (object *tmp = present_arch_in_ob (at, op))
2608 {
2609 tmp->destroy ();
2610 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 }
2612
2613 at = archetype::find ("confusion");
2614 if (object *tmp = present_arch_in_ob (at, op))
2615 {
2616 tmp->destroy ();
2617 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2618 }
2619
2620 cure_disease (op, 0, 0); /* remove any disease */
2621 op->stats.hp = op->stats.maxhp;
2622 if (op->stats.food <= 0)
2623 op->stats.food = 999;
2624 2486
2625 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2626 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2627 { 2489
2628 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2629 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2630 tmp->msg = format ( 2492 tmp->msg = format (
2631 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2632 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2633 (int)op->level, 2495 (int)op->level,
2634 op->contr->killer_name () 2496 op->contr->killer_name ()
2635 ); 2497 );
2636 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2638 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2639 }
2640 2501
2641 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2642 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2643 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2644 return; 2507 return;
2645 } 2508 }
2646 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2647 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2648 2514
2649 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2650
2651 if (op->stats.food < 0)
2652 {
2653 op->contr->killer = archetype::get ("killer_starvation");
2654 op->contr->killer->destroy ();
2655 }
2656 2516
2657 op->contr->play_sound (sound_find ("player_dies")); 2517 op->contr->play_sound (sound_find ("player_dies"));
2658 2518
2659 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2660 x = op->x; 2520 x = op->x;
2690 2550
2691 lost_a_stat = 0; 2551 lost_a_stat = 0;
2692 2552
2693 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2694 { 2554 {
2695 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2696 2556
2697 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2698 { 2558 {
2699 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2560 * what he lost.
2707 lost_a_stat = 1; 2567 lost_a_stat = 1;
2708 } 2568 }
2709 else 2569 else
2710 { 2570 {
2711 /* deplete a stat */ 2571 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2573 object *dep;
2714 2574
2715 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2576 if (!dep)
2717 { 2577 {
2718 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2720 } 2580 }
2721 lose_this_stat = 1; 2581 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2723 { 2583 {
2751 } 2611 }
2752 } 2612 }
2753 2613
2754 if (lose_this_stat) 2614 if (lose_this_stat)
2755 { 2615 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2621 * difference.
2775 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2636 if (!lost_a_stat)
2777 { 2637 {
2778 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2781 2641
2782 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2644 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2646 }
2787#else 2647#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2649#endif
2790 2650
2791 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2652 * exp loss on the stone.
2793 */ 2653 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 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 ()); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2658 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2661
2801 /**************************************/ 2662 /**************************************/
2802 /* */ 2663 /* */
2803 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2665 /* */
2807 /**************************************/ 2666 /**************************************/
2808 2667
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2670
2852 /* 2671 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2673 * and put them back in the map.
2855 */ 2674 */
2890 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2710 force->resist[at] = 100;
2892 2711
2893 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2713 op->update_stats ();
2895
2896 } 2714 }
2897 2715
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2717}
2900 2718
2901void 2719static void
2902loot_object (object *op) 2720loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2905 2723
2906 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2937 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2757 * was changed.
2940 */ 2758 */
2941void 2759void
2942fix_weight (void) 2760fix_weight ()
2943{ 2761{
2944 for_all_players (pl) 2762 for_all_players (pl)
2945 { 2763 {
2946 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2947 2765
2954 } 2772 }
2955 } 2773 }
2956} 2774}
2957 2775
2958void 2776void
2959fix_luck (void) 2777fix_luck ()
2960{ 2778{
2961 for_all_players (pl) 2779 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2964} 2782}
3001} 2819}
3002 2820
3003void 2821void
3004make_visible (object *op) 2822make_visible (object *op)
3005{ 2823{
3006 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2825 op->invisible = 0;
3008 2826
3009 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3010 { 2828 {
3011 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3036 2854
3037 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3038 return 0; 2856 return 0;
3039 2857
3040 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3042 2860
3043 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3048 2866
3049 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2868 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2869 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3199 while (op) 3017 while (op)
3200 { 3018 {
3201 dx = rv.distance_x + op->arch->x; 3019 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3020 dy = rv.distance_y + op->arch->y;
3203 3021
3204 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 3023 return 1;
3212 3024
3213 op = op->more; 3025 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 3026 }
3243 3027
3244 return 0; 3028 return 0;
3245} 3029}
3246 3030
3270 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3056 {
3273 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3061 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3062 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3064
3283 return 1; 3065 return 1;
3284 }
3285 } 3066 }
3286 }
3287 3067
3288 if (x && y) 3068 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3070
3291 return 1; 3071 return 1;
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3229 }
3450 else 3230 else
3451 { 3231 {
3452 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3235 who->insert (tmp);
3456 } 3236 }
3457} 3237}
3458 3238
3459/** 3239//-GPL
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463void
3464player_unready_range_ob (player *pl, object *ob)
3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474}
3475 3240
3476sint8 3241sint8
3477player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3478{ 3243{
3479 if (!ns) 3244 if (!ns)
3480 return 0; 3245 return LOS_BLOCKED;
3481 3246
3482 int dx, dy; 3247 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3249 return LOS_BLOCKED;
3485 3250
3486 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3488 3253
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3493} 3255}
3494 3256
3495void 3257void
3496player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3497{ 3259{

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