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Comparing deliantra/server/server/player.C (file contents):
Revision 1.202 by root, Fri Aug 29 02:07:09 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.
369 { 270 {
370 ob->destroy_inv (false); 271 ob->destroy_inv (false);
371 ob->destroy (); 272 ob->destroy ();
372 } 273 }
373 274
374 ob = observe = 0; 275 ob = observe = viewpoint = 0;
375} 276}
376 277
377player::~player () 278player::~player ()
378{ 279{
379 /* Clear item stack */ 280 /* Clear item stack */
380 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 }
381} 310}
382 311
383/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
385 * mode. 314 * mode.
387player * 316player *
388player::create () 317player::create ()
389{ 318{
390 player *pl = new player; 319 player *pl = new player;
391 320
392 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
393 322
394 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
397 326
398 set_first_map (pl->ob); 327 set_first_map (pl->ob);
399 328
400 return pl; 329 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 330}
430 331
431object * 332object *
432get_nearest_player (object *mon) 333get_nearest_player (object *mon)
433{ 334{
673 op->destroy (); 574 op->destroy ();
674 continue; 575 continue;
675 } 576 }
676 } 577 }
677 578
678 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 582 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
685 { 584 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 587 {
694 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 591 break;
697 } 592 }
698 593
699 if (op->nrof > 1) 594 if (op->nrof > 1)
700 op->nrof = 1; 595 op->nrof = 1;
701 } 596 }
702 597
728 else /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
731 626
732 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
733 link_player_skills (pl); 628 pl->contr->link_skills ();
734} 629}
735 630
736void 631void
737get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
738{ 633{
748 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:");
749} 644}
750 645
751/* 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. */
752static int 647static int
753roll_stat (void) 648roll_stat ()
754{ 649{
755 int a[4], i, j, k; 650 int a[4], i, j, k;
756 651
757 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 750player::chargen_race_done ()
856{ 751{
857 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 753 esrv_new_player (ob->contr);
859 754
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 756 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
863 758
864 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
870 ob->msg = 0; 765 ob->msg = 0;
871 766
872 start_info (ob); 767 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 771 ob->update_stats ();
878 772
879 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
880 * is one for this race 774 * is one for this race
919 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 815 ob->stats.grace = 0;
922} 816}
923 817
924void 818static void
925flee_player (object *op) 819flee_player (object *op)
926{ 820{
927 int dir, diff; 821 int dir, diff;
928 rv_vector rv; 822 rv_vector rv;
929 823
932 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 828 return;
935 } 829 }
936 830
937 if (op->enemy == NULL) 831 if (!op->enemy)
938 { 832 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 835 return;
942 } 836 }
943 837
944 /* Seen some crashes here. Since we don't store an
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL;
952 return;
953 }
954
955 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))
956 { 839 {
957 op->enemy = NULL; 840 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 842 return;
962 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
963 846
964 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
966 { 849 {
967 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
968 851
969 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))))
970 return; 853 return;
971 } 854 }
972 855
973 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
974 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
983check_pick (object *op) 866check_pick (object *op)
984{ 867{
985 object *tmp, *next; 868 object *tmp, *next;
986 int stop = 0; 869 int stop = 0;
987 int wvratio; 870 int wvratio;
988 char putstring[128];
989 871
990 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
991 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
992 return 1; 874 return 1;
993 875
994 next = op->below; 876 next = op->below;
995 877
996 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
997#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)
998 880
999 /* 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
1000 * destroyed */ 882 * destroyed */
1001 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1017 899
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 901 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 903 CHK_PICK_PICKUP;
904
1022 continue; 905 continue;
1023 } 906 }
1024 907
1025 /* 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? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1027 { 970 {
1028 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)
1029 { 1034 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1035 CHK_PICK_PICKUP;
1034 return 1; 1036 continue;
1035 case 2:
1036 CHK_PICK_PICKUP;
1037 return 0;
1038 case 3:
1039 return 0; /* stop before pickup */
1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1051 break;
1052
1053 case 7:
1054 if (tmp->type == MONEY || tmp->type == GEM)
1055 CHK_PICK_PICKUP;
1056 break;
1057
1058 default:
1059 /* use value density */
1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1062 CHK_PICK_PICKUP;
1063 } 1037 }
1064 } 1038 }
1065 else 1039
1066 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 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)
1069 { 1046 {
1070 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue; 1048 continue;
1049 }
1117 1050
1118 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1119 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;
1120 continue; 1056 continue;
1057 }
1121 1058
1122 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1123 /* 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
1124 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1125 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"))
1126 { 1130 {
1127 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1128 continue; 1132 continue;
1129 } 1133 }
1134 }
1130 1135
1136 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1139 {
1134 CHK_PICK_PICKUP; 1140 CHK_PICK_PICKUP;
1135 continue; 1141 continue;
1136 } 1142 }
1137 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1138 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1139 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
1140 { 1151 */
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1177 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)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1154 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1186 { 1158 {
1187 CHK_PICK_PICKUP; 1159 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1160 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1317#if 0
1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1319 if (tmp->name != NULL)
1320 {
1321 fprintf (stderr, "%s", tmp->name);
1322 }
1323 else 1161 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1326 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))));
1327#endif 1165#endif
1166 CHK_PICK_PICKUP;
1328 continue; 1167 continue;
1329 }
1330 } 1168 }
1331 } /* the new pickup model */ 1169 } /* the new pickup model */
1332 } 1170 }
1333 1171
1334 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;
1335} 1208}
1336 1209
1337/* 1210/*
1338 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1213 * found object is returned.
1341 */ 1214 */
1342object * 1215static object *
1343find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1344{ 1217{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1220 return splay (tmp);
1361 * 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
1362 * 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
1363 * 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
1364 * 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.
1365 */ 1238 */
1366object * 1239static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1241{
1369 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1371 1244
1372 if (!type) 1245 if (!type)
1376 { 1249 {
1377 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))
1378 { 1251 {
1379 i = 0; 1252 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1381 if (i > betterby) 1255 if (i > betterby)
1382 { 1256 {
1383 tmp = ntmp; 1257 tmp = ntmp;
1384 betterby = i; 1258 betterby = i;
1385 } 1259 }
1386 } 1260 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1262 {
1389 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1391 { 1265 {
1392 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1393 { 1267 {
1394 *better = 100; 1268 *better = 100;
1395 return arrow; 1269 return arrow;
1410 { 1284 {
1411 tmp = arrow; 1285 tmp = arrow;
1412 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;
1413 } 1287 }
1414 } 1288 }
1289
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1291 {
1417 tmp = arrow; 1292 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1294 }
1295
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1297 {
1422 tmp = arrow; 1298 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1300 }
1437 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1314 * op = the shooter
1439 * type = bow->race 1315 * type = bow->race
1440 * dir = fire direction 1316 * dir = fire direction
1441 */ 1317 */
1442object * 1318static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1320{
1445 object *tmp = NULL; 1321 object *tmp = NULL;
1446 maptile *m; 1322 maptile *m;
1447 int i, mflags, found, number; 1323 int i, mflags, found, number;
1448 sint16 x, y; 1324 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1464 { 1340 {
1465 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1346 {
1470 tmp = NULL; 1347 tmp = 0;
1471 break; 1348 break;
1472 } 1349 }
1473 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)
1474 { 1351 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1477 */ 1354 */
1478 tmp = NULL; 1355 tmp = 0;
1479 break; 1356 break;
1480 } 1357 }
1358
1481 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1482 {
1483 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)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1362 break;
1491 }
1492 } 1363 }
1493 if (tmp == NULL) 1364
1365 if (!tmp)
1494 return find_arrow (op, type); 1366 return find_arrow (op, type);
1495 1367
1496 if (tmp->head) 1368 if (tmp->head)
1497 tmp = tmp->head; 1369 tmp = tmp->head;
1498 1370
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1411 return 0;
1540 } 1412 }
1541 1413
1542 // 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
1543 if (bow->below) 1415 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1416 }
1550 1417
1551 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1552 { 1419 {
1553 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);
1579 } 1446 }
1580 1447
1581 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1583 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1452 arrow->destroy ();
1585 return 0; 1453 return 0;
1586 } 1454 }
1587 1455
1588 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1466 arrow->direction = dir;
1599 1467
1600 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 */
1601 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1603 1471 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1472
1607#if 0 1473#if 0
1608 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1609 { 1475 {
1610 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1672 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1541 * hence the function name.
1676 */ 1542 */
1677int 1543static int
1678player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1679{ 1545{
1680 int ret = 0, wcmod = 0; 1546 int ret;
1681 1547
1682 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1683 { 1549 {
1684 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);
1685 } 1551 }
1686 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)
1687 { 1553 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1556 }
1693 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1694 { 1558 {
1695 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);
1696 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)]);
1697 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)]);
1698 } 1562 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1564 {
1701 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);
1702 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);
1703 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);
1704 } 1568 }
1705 else 1569 else
1706 { 1570 {
1712} 1576}
1713 1577
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1716 */ 1580 */
1717void 1581static void
1718fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1719{ 1583{
1720 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1721 1585
1722 if (!item) 1586 if (!item)
1729 { 1593 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return; 1595 return;
1732 } 1596 }
1733 1597
1734 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1735 return; 1599 return;
1736 1600
1737 if (item->type == WAND) 1601 if (item->type == WAND)
1738 { 1602 {
1739 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1744 return; 1608 return;
1745 } 1609 }
1746 } 1610 }
1747 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1748 { 1612 {
1749 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);
1750 1614
1751 // 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
1752 // for a rod or horn, this fixes some broken rods. 1616 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1618 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1756 1620
1757 if (item->type == ROD) 1621 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1627 }
1764 } 1628 }
1765 1629
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1631 {
1768 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
1769 if (item->type == WAND) 1634 if (item->type == WAND)
1770 { 1635 {
1771 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1772 { 1637 {
1773 object *tmp; 1638 object *tmp;
1789} 1654}
1790 1655
1791/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1792 */ 1657 */
1793bool 1658bool
1794fire (object *op, int dir) 1659fire (object *who, int dir)
1795{ 1660{
1796 int spellcost = 0; 1661 int spellcost = 0;
1797 1662
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1663 player *pl = who->contr;
1803 1664
1804 if (pl->golem) 1665 if (pl->golem)
1805 { 1666 {
1806 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1807 return false; 1668 return false;
1808 } 1669 }
1809 1670
1810 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1811 1672
1812 if (!ob) 1673 if (!ob)
1813 return false; 1674 return false;
1814 1675
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1819 --op->speed_left; 1677 --who->speed_left;
1820 else 1678 else
1821 return false; 1679 return false;
1822 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
1823 switch (ob->type) 1688 switch (ob->type)
1824 { 1689 {
1825 case BOW: 1690 case BOW:
1826 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1827 break; 1692 break;
1828 1693
1829 case SPELL: 1694 case SPELL:
1830 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);
1831 break; 1696 break;
1832 1697
1833 case BUILDER: 1698 case BUILDER:
1834 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1835 break; 1700 break;
1836 1701
1837 case SKILL: 1702 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1839 break; 1704 break;
1840 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1841 default: 1710 default:
1842 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1843 break; 1712 break;
1844 } 1713 }
1845 1714
1846 return true; 1715 return true;
1847} 1716}
1848 1717
1849/* find_key 1718static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1861{ 1720{
1862 object *tmp, *key; 1721 object *tmp, *key;
1863 1722
1864 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1724 if (!container->inv)
1868 /* 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 */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1729 {
1871 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1731 break;
1732
1873 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1875 */ 1735 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1737 break;
1883 * a key, return 1743 * a key, return
1884 */ 1744 */
1885 if (!tmp) 1745 if (!tmp)
1886 { 1746 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1751 return key;
1894 }
1895 }
1896 1752
1897 if (!tmp) 1753 if (!tmp)
1898 return NULL; 1754 return 0;
1899 } 1755 }
1900 1756
1901 /* 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,
1902 * see if we actually want to use it 1758 * see if we actually want to use it
1903 */ 1759 */
1904 if (pl != container) 1760 if (pl != container)
1905 { 1761 {
1906 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1907 if (!pl->contr) 1763 if (!pl->contr)
1908 return NULL; 1764 return 0;
1765
1909 /* cases where this fails: 1766 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1768 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1913 * containers can be used. 1770 * containers can be used.
1917 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1918 * 1775 *
1919 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1920 * all the others. 1777 * all the others.
1921 */ 1778 */
1922 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1782 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1785 return NULL;
1929 } 1786 }
1930 } 1787 }
1931 1788
1932 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);
1933} 1815}
1934 1816
1935/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1988 */ 1870 */
1989bool 1871bool
1990move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1991{ 1873{
1992 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 }
1993 1879
1994 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1996 1882
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2000 return false; 1884 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007 1885
2008 /* 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
2009 * 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
2010 * 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
2011 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1949 --op->speed_left;
2072 1950
2073 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2075 1953
2076 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2077 make_visible (op); 1955 make_visible (op);
2078 1956
2079 return true; 1957 return true;
2080 } 1958 }
2081 else 1959 else
2082 return false; 1960 return false;
2083 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1964
2085 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2087 * 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
2088 * attack them either. 1968 * attack them either.
2103 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2104 } 1984 }
2105 else 1985 else
2106 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2107 1987
2108 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1989 make_visible (op);
2110 1990
2111 return true; 1991 return true;
2112 } 1992 }
2113 } 1993 }
2153} 2033}
2154 2034
2155bool 2035bool
2156move_player (object *op, int dir) 2036move_player (object *op, int dir)
2157{ 2037{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 2039 return 0;
2162 2040
2163 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2165 { 2043 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2045 return 0;
2168 } 2046 }
2169 2047
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2051
2174 op->facing = dir; 2052 op->facing = dir;
2175 2053
2176 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2055 do_hidden_move (op);
2178 2056
2179 bool retval; 2057 bool retval;
2058 int pick = 0;
2180 2059
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2063 retval = fire (op, dir);
2241 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2242 2121
2243 return false; 2122 return false;
2244} 2123}
2245 2124
2246int 2125static int
2247save_life (object *op) 2126save_life (object *op)
2248{ 2127{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0; 2129 return 0;
2251 2130
2260 2139
2261 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2263 2142
2264 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2265 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2266 2145
2267 op->update_stats (); 2146 op->update_stats ();
2268 return 1; 2147 return 1;
2269 } 2148 }
2270 2149
2298void 2177void
2299object::drop_unpaid_items () 2178object::drop_unpaid_items ()
2300{ 2179{
2301 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2303}
2304
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340} 2182}
2341 2183
2342void 2184void
2343do_some_living (object *op) 2185do_some_living (object *op)
2344{ 2186{
2499 { 2341 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2343
2502 if (over_hp > 0) 2344 if (over_hp > 0)
2503 { 2345 {
2504 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;
2505 op->last_heal = 0; 2347 op->last_heal = 0;
2506 } 2348 }
2507 else 2349 else
2508 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);
2509 } 2351 }
2536 2378
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2380 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2542 2384
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2386 break;
2545 } 2387 }
2546 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2552 */ 2394 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2396 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2558 } 2400 }
2559 2401
2560 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2588 */ 2430 */
2589void 2431void
2590kill_player (object *op) 2432kill_player (object *op)
2591{ 2433{
2592 int x, y; 2434 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2436 int will_kill_again;
2596 archetype *at; 2437 archetype *at;
2597 object *tmp; 2438 object *tmp;
2598 2439
2599 if (save_life (op)) 2440 if (save_life (op))
2600 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 }
2601 2478
2602 /* 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
2603 * 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.
2604 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2482 */
2606 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2607 { 2484 {
2608 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";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2486
2631 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2489
2634 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2492 tmp->msg = format (
2637 "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",
2638 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2639 (int)op->level, 2495 (int)op->level,
2640 op->contr->killer_name () 2496 op->contr->killer_name ()
2641 ); 2497 );
2642 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2645 }
2646 2501
2647 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2507 return;
2651 } 2508 }
2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2512
2653 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2654 2514
2655 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2656 2516
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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