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Comparing deliantra/server/server/player.C (file contents):
Revision 1.189 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
362 disconnect (); 234 disconnect ();
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 239 ob->destroy ();
370 }
371 240
372 ob = observe = 0; 241 ob = observe = viewpoint = 0;
373} 242}
374 243
375player::~player () 244player::~player ()
376{ 245{
377 /* Clear item stack */ 246 /* Clear item stack */
378 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
379} 276}
380 277
381/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
383 * mode. 280 * mode.
385player * 282player *
386player::create () 283player::create ()
387{ 284{
388 player *pl = new player; 285 player *pl = new player;
389 286
390 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
391 288
392 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
395 292
396 set_first_map (pl->ob); 293 set_first_map (pl->ob);
397 294
398 return pl; 295 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 296}
428 297
429object * 298object *
430get_nearest_player (object *mon) 299get_nearest_player (object *mon)
431{ 300{
671 op->destroy (); 540 op->destroy ();
672 continue; 541 continue;
673 } 542 }
674 } 543 }
675 544
676 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 548 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
683 { 550 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 553 {
692 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 557 break;
695 } 558 }
696 559
697 if (op->nrof > 1) 560 if (op->nrof > 1)
698 op->nrof = 1; 561 op->nrof = 1;
699 } 562 }
700 563
726 else /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
729 592
730 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
731 link_player_skills (pl); 594 pl->contr->link_skills ();
732} 595}
733 596
734void 597void
735get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
736{ 599{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 610}
748 611
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 613static int
751roll_stat (void) 614roll_stat ()
752{ 615{
753 int a[4], i, j, k; 616 int a[4], i, j, k;
754 617
755 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
853player::chargen_race_done () 716player::chargen_race_done ()
854{ 717{
855 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
857 720
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 722 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
861 724
862 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
864 727
865 ob->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
866 729
867 if (ob->msg) 730 if (ob->msg)
868 ob->msg = 0; 731 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878 732
879 start_info (ob); 733 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 737 ob->update_stats ();
885 738
886 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
887 * is one for this race 740 * is one for this race
888 */ 741 */
889 if (*first_map_ext_path) 742 if (*first_map_ext_path)
890 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 744 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
906} 746}
907 747
908void 748void
939 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 781 ob->stats.grace = 0;
942} 782}
943 783
944void 784static void
945flee_player (object *op) 785flee_player (object *op)
946{ 786{
947 int dir, diff; 787 int dir, diff;
948 rv_vector rv; 788 rv_vector rv;
949 789
952 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
954 return; 794 return;
955 } 795 }
956 796
957 if (op->enemy == NULL) 797 if (!op->enemy)
958 { 798 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
961 return; 801 return;
962 } 802 }
963 803
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 { 805 {
977 op->enemy = NULL; 806 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 808 return;
982 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
983 812
984 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
986 { 815 {
987 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
988 817
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 819 return;
991 } 820 }
992 821
993 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1003check_pick (object *op) 832check_pick (object *op)
1004{ 833{
1005 object *tmp, *next; 834 object *tmp, *next;
1006 int stop = 0; 835 int stop = 0;
1007 int wvratio; 836 int wvratio;
1008 char putstring[128];
1009 837
1010 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1012 return 1; 840 return 1;
1013 841
1014 next = op->below; 842 next = op->below;
1015 843
1016 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 846
1019 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 848 * destroyed */
1021 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1037 865
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 867 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 869 CHK_PICK_PICKUP;
870
1042 continue; 871 continue;
1043 } 872 }
1044 873
1045 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1047 { 936 {
1048 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1000 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1001 CHK_PICK_PICKUP;
1054 return 1; 1002 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1003 }
1084 } 1004 }
1085 else 1005
1086 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1089 { 1012 {
1090 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1014 continue;
1015 }
1137 1016
1138 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1140 continue; 1022 continue;
1023 }
1141 1024
1142 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1144 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1096 {
1147 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1148 continue; 1098 continue;
1149 } 1099 }
1100 }
1150 1101
1102 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1105 {
1154 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1155 continue; 1107 continue;
1156 } 1108 }
1157 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1158 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1117 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1120 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1206 { 1124 {
1207 CHK_PICK_PICKUP; 1125 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1126 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1127 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1131#endif
1132 CHK_PICK_PICKUP;
1348 continue; 1133 continue;
1349 }
1350 } 1134 }
1351 } /* the new pickup model */ 1135 } /* the new pickup model */
1352 } 1136 }
1353 1137
1354 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1355} 1174}
1356 1175
1357/* 1176/*
1358 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1179 * found object is returned.
1361 */ 1180 */
1362object * 1181static object *
1363find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1364{ 1183{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1186 return splay (tmp);
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1204 */
1386object * 1205static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1207{
1389 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1391 1210
1392 if (!type) 1211 if (!type)
1396 { 1215 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 { 1217 {
1399 i = 0; 1218 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1401 if (i > betterby) 1221 if (i > betterby)
1402 { 1222 {
1403 tmp = ntmp; 1223 tmp = ntmp;
1404 betterby = i; 1224 betterby = i;
1405 } 1225 }
1406 } 1226 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1228 {
1409 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1411 { 1231 {
1412 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1413 { 1233 {
1414 *better = 100; 1234 *better = 100;
1415 return arrow; 1235 return arrow;
1430 { 1250 {
1431 tmp = arrow; 1251 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1253 }
1434 } 1254 }
1255
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1257 {
1437 tmp = arrow; 1258 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1260 }
1261
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1263 {
1442 tmp = arrow; 1264 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1266 }
1445 } 1267 }
1446 } 1268 }
1447 } 1269 }
1270
1448 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1272 return find_arrow (op, type);
1450 1273
1451 *better = betterby; 1274 *better = betterby;
1452 return tmp; 1275 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1280 * op = the shooter
1458 * type = bow->race 1281 * type = bow->race
1459 * dir = fire direction 1282 * dir = fire direction
1460 */ 1283 */
1461object * 1284static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1286{
1464 object *tmp = NULL; 1287 object *tmp = NULL;
1465 maptile *m; 1288 maptile *m;
1466 int i, mflags, found, number; 1289 int i, mflags, found, number;
1467 sint16 x, y; 1290 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1483 { 1306 {
1484 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1312 {
1489 tmp = NULL; 1313 tmp = 0;
1490 break; 1314 break;
1491 } 1315 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1317 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1496 */ 1320 */
1497 tmp = NULL; 1321 tmp = 0;
1498 break; 1322 break;
1499 } 1323 }
1324
1500 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1328 break;
1510 }
1511 } 1329 }
1512 if (tmp == NULL) 1330
1331 if (!tmp)
1513 return find_arrow (op, type); 1332 return find_arrow (op, type);
1514 1333
1515 if (tmp->head) 1334 if (tmp->head)
1516 tmp = tmp->head; 1335 tmp = tmp->head;
1517 1336
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1377 return 0;
1559 } 1378 }
1560 1379
1561 // optimisation: move object to top so we will find it quickly again 1380 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1381 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1382 }
1569 1383
1570 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1571 { 1385 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1598 } 1412 }
1599 1413
1600 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1602 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1418 arrow->destroy ();
1604 return 0; 1419 return 0;
1605 } 1420 }
1606 1421
1607 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1432 arrow->direction = dir;
1618 1433
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1622 1437 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1438
1626#if 0 1439#if 0
1627 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1628 { 1441 {
1629 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1691 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1507 * hence the function name.
1695 */ 1508 */
1696int 1509static int
1697player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1698{ 1511{
1699 int ret = 0, wcmod = 0; 1512 int ret;
1700 1513
1701 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1702 { 1515 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1517 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1519 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1522 }
1712 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1713 { 1524 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1528 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1530 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1534 }
1724 else 1535 else
1725 { 1536 {
1731} 1542}
1732 1543
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1735 */ 1546 */
1736void 1547static void
1737fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1738{ 1549{
1739 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1740 1551
1741 if (!item) 1552 if (!item)
1748 { 1559 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return; 1561 return;
1751 } 1562 }
1752 1563
1753 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1754 return; 1565 return;
1755 1566
1756 if (item->type == WAND) 1567 if (item->type == WAND)
1757 { 1568 {
1758 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1763 return; 1574 return;
1764 } 1575 }
1765 } 1576 }
1766 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1767 { 1578 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1769 { 1584 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1771 1586
1772 if (item->type == ROD) 1587 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 } 1593 }
1779 } 1594 }
1780 1595
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1597 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1784 if (item->type == WAND) 1600 if (item->type == WAND)
1785 { 1601 {
1786 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1787 { 1603 {
1788 object *tmp; 1604 object *tmp;
1804} 1620}
1805 1621
1806/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1807 */ 1623 */
1808bool 1624bool
1809fire (object *op, int dir) 1625fire (object *who, int dir)
1810{ 1626{
1811 int spellcost = 0; 1627 int spellcost = 0;
1812 1628
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1629 player *pl = who->contr;
1818 1630
1819 if (pl->golem) 1631 if (pl->golem)
1820 { 1632 {
1821 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1822 return false; 1634 return false;
1823 } 1635 }
1824 1636
1825 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1826 1638
1827 if (!ob) 1639 if (!ob)
1828 return false; 1640 return false;
1829 1641
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1834 --op->speed_left; 1643 --who->speed_left;
1835 else 1644 else
1836 return false; 1645 return false;
1837 1646
1647 if (!who->apply (ob))
1648 return false;
1649
1650 /* check for loss of invisiblity/hide */
1651 if (action_makes_visible (who))
1652 make_visible (who);
1653
1838 switch (ob->type) 1654 switch (ob->type)
1839 { 1655 {
1840 case BOW: 1656 case BOW:
1841 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1842 break; 1658 break;
1843 1659
1844 case SPELL: 1660 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1846 break; 1662 break;
1847 1663
1848 case BUILDER: 1664 case BUILDER:
1849 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1850 break; 1666 break;
1851 1667
1852 case SKILL: 1668 case SKILL:
1853 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1854 break; 1670 break;
1855 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1856 default: 1676 default:
1857 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1858 break; 1678 break;
1859 } 1679 }
1860 1680
1861 return true; 1681 return true;
1862} 1682}
1863 1683
1864/* find_key 1684static object *
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874object *
1875find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1876{ 1686{
1877 object *tmp, *key; 1687 object *tmp, *key;
1878 1688
1879 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv) 1690 if (!container->inv)
1883 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1884 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 { 1695 {
1886 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1887 break; 1697 break;
1698
1888 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1890 */ 1701 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break; 1703 break;
1898 * a key, return 1709 * a key, return
1899 */ 1710 */
1900 if (!tmp) 1711 if (!tmp)
1901 { 1712 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1908 return key; 1717 return key;
1909 }
1910 }
1911 1718
1912 if (!tmp) 1719 if (!tmp)
1913 return NULL; 1720 return 0;
1914 } 1721 }
1915 1722
1916 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1917 * see if we actually want to use it 1724 * see if we actually want to use it
1918 */ 1725 */
1919 if (pl != container) 1726 if (pl != container)
1920 { 1727 {
1921 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1922 if (!pl->contr) 1729 if (!pl->contr)
1923 return NULL; 1730 return 0;
1731
1924 /* cases where this fails: 1732 /* cases where this fails:
1925 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1926 * are not in the players inventory. 1734 * are not in the players inventory.
1927 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1928 * containers can be used. 1736 * containers can be used.
1932 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1933 * 1741 *
1934 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1935 * all the others. 1743 * all the others.
1936 */ 1744 */
1937 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1938 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1940 { 1748 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL; 1751 return NULL;
1944 } 1752 }
1945 } 1753 }
1946 1754
1947 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1948} 1781}
1949 1782
1950/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
2002 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2003 */ 1836 */
2004bool 1837bool
2005move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2006{ 1839{
2007 int on_battleground; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1841 {
1842 --op->speed_left;
1843 return true;
1844 }
2008 1845
2009 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2010 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2011 1848
2012 on_battleground = op_on_battleground (op, 0, 0);
2013
2014 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2015 return false; 1850 return false;
2016
2017 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018 {
2019 --op->speed_left;
2020 return true;
2021 }
2022 1851
2023 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2086 --op->speed_left; 1915 --op->speed_left;
2087 1916
2088 op->play_sound (sound_find ("push_player")); 1917 op->play_sound (sound_find ("push_player"));
2089 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2090 1919
2091 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2092 make_visible (op); 1921 make_visible (op);
2093 1922
2094 return true; 1923 return true;
2095 } 1924 }
2096 else 1925 else
2097 return false; 1926 return false;
2098 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2099 1930
2100 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2101 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2102 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2103 * attack them either. 1934 * attack them either.
2118 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2119 } 1950 }
2120 else 1951 else
2121 op->statusmsg ("You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2122 1953
2123 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2124 make_visible (op); 1955 make_visible (op);
2125 1956
2126 return true; 1957 return true;
2127 } 1958 }
2128 } 1959 }
2168} 1999}
2169 2000
2170bool 2001bool
2171move_player (object *op, int dir) 2002move_player (object *op, int dir)
2172{ 2003{
2173 int pick;
2174
2175 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0; 2005 return 0;
2177 2006
2178 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2179 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2180 { 2009 {
2181 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2182 return 0; 2011 return 0;
2183 } 2012 }
2184 2013
2186 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2187 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2188 2017
2189 op->facing = dir; 2018 op->facing = dir;
2190 2019
2191 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2192 do_hidden_move (op); 2021 do_hidden_move (op);
2193 2022
2194 bool retval; 2023 bool retval;
2024 int pick = 0;
2195 2025
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2198 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2199 retval = fire (op, dir); 2029 retval = fire (op, dir);
2256 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2257 2087
2258 return false; 2088 return false;
2259} 2089}
2260 2090
2261int 2091static int
2262save_life (object *op) 2092save_life (object *op)
2263{ 2093{
2264 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2265 return 0; 2095 return 0;
2266 2096
2275 2105
2276 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2277 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2278 2108
2279 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2280 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2281 2111
2282 op->update_stats (); 2112 op->update_stats ();
2283 return 1; 2113 return 1;
2284 } 2114 }
2285 2115
2313void 2143void
2314object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2315{ 2145{
2316 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this); 2147 ::drop_unpaid_items (inv, this);
2318}
2319
2320/*
2321 * Returns pointer a static string containing gravestone text
2322 * Moved from apply.c to player.c - player.c is what
2323 * actually uses this function. player.c may not be quite the
2324 * best, a misc file for object actions is probably better,
2325 * but there isn't one in the server directory.
2326 */
2327char *
2328gravestone_text (object *op)
2329{
2330 static char buf2[MAX_BUF];
2331 char buf[MAX_BUF];
2332 time_t now = time (NULL);
2333
2334 strcpy (buf2, " R.I.P.\n\n");
2335 if (op->type == PLAYER)
2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2337 else
2338 sprintf (buf, "%s\n", &op->name);
2339
2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2341 strcat (buf2, buf);
2342 if (op->type == PLAYER)
2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2344 else
2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2348 strcat (buf2, buf);
2349 if (op->type == PLAYER)
2350 {
2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 }
2355
2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359
2360 return buf2;
2361} 2148}
2362 2149
2363void 2150void
2364do_some_living (object *op) 2151do_some_living (object *op)
2365{ 2152{
2520 { 2307 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522 2309
2523 if (over_hp > 0) 2310 if (over_hp > 0)
2524 { 2311 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0; 2313 op->last_heal = 0;
2527 } 2314 }
2528 else 2315 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 } 2317 }
2546 op->stats.food--; 2333 op->stats.food--;
2547 } 2334 }
2548 2335
2549 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 { 2337 {
2551 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2552 2339
2553 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2554 { 2341 {
2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2556 { 2346 {
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2558 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2560 manual_apply (op, tmp, 0); 2350
2561 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2562 break; 2352 break;
2563 } 2353 }
2564 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2565 flesh = tmp; 2355 flesh = tmp;
2566 } /* End if paid for object */ 2356 }
2567 } /* end of for loop */
2568 2357
2569 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2570 * eat flesh instead. 2359 * eat flesh instead.
2571 */ 2360 */
2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 { 2362 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2575 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2576 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2577 } 2372 }
2578 2373
2579 if (op->stats.food < 0) 2374 if (op->stats.food < 0)
2580 { 2375 {
2581 op->stats.hp += op->stats.food; 2376 op->stats.hp += op->stats.food;
2582 op->stats.food = 0; 2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2583 } 2383 }
2384 }
2584 2385
2386 /* killer should be set here already */
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op); 2388 kill_player (op);
2587 } 2389 }
2588} 2390}
2589 2391
2594 */ 2396 */
2595void 2397void
2596kill_player (object *op) 2398kill_player (object *op)
2597{ 2399{
2598 int x, y; 2400 int x, y;
2599 char buf[MAX_BUF];
2600 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2601 int will_kill_again; 2402 int will_kill_again;
2602 archetype *at; 2403 archetype *at;
2603 object *tmp; 2404 object *tmp;
2604 2405
2605 if (save_life (op)) 2406 if (save_life (op))
2606 return; 2407 return;
2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2607 2444
2608 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2609 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2610 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2611 */ 2448 */
2612 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2613 { 2450 {
2614 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2616
2617 /* restore player */
2618 at = archetype::find ("poisoning");
2619 if (object *tmp = present_arch_in_ob (at, op))
2620 {
2621 tmp->destroy ();
2622 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2623 }
2624
2625 at = archetype::find ("confusion");
2626 if (object *tmp = present_arch_in_ob (at, op))
2627 {
2628 tmp->destroy ();
2629 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2630 }
2631
2632 cure_disease (op, 0, 0); /* remove any disease */
2633 op->stats.hp = op->stats.maxhp;
2634 if (op->stats.food <= 0)
2635 op->stats.food = 999;
2636 2452
2637 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2638 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2639 { 2455
2640 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2641 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2642 tmp->msg = format ( 2458 tmp->msg = format (
2643 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2644 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2460 &op->name, op->contr->title,
2461 (int)op->level,
2462 op->contr->killer_name ()
2645 ); 2463 );
2646 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2647 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2648 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2649 }
2650 2467
2651 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2652 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2653 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2654 return; 2473 return;
2655 } 2474 }
2656 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2657 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2658 2480
2659 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2660
2661 if (op->stats.food < 0)
2662 strcpy (op->contr->killer, "starvation");
2663 2482
2664 op->contr->play_sound (sound_find ("player_dies")); 2483 op->contr->play_sound (sound_find ("player_dies"));
2665 2484
2666 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2667 x = op->x; 2486 x = op->x;
2697 2516
2698 lost_a_stat = 0; 2517 lost_a_stat = 0;
2699 2518
2700 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2701 { 2520 {
2702 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2703 2522
2704 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2705 { 2524 {
2706 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2707 * what he lost. 2526 * what he lost.
2714 lost_a_stat = 1; 2533 lost_a_stat = 1;
2715 } 2534 }
2716 else 2535 else
2717 { 2536 {
2718 /* deplete a stat */ 2537 /* deplete a stat */
2719 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2720 object *dep; 2539 object *dep;
2721 2540
2722 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2723 if (!dep) 2542 if (!dep)
2724 { 2543 {
2725 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2726 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2727 } 2546 }
2728 lose_this_stat = 1; 2547 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2730 { 2549 {
2758 } 2577 }
2759 } 2578 }
2760 2579
2761 if (lose_this_stat) 2580 if (lose_this_stat)
2762 { 2581 {
2763 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2764 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2765 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2766 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2767 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2768 * difference. 2587 * difference.
2776 lost_a_stat = 1; 2595 lost_a_stat = 1;
2777 } 2596 }
2778 } 2597 }
2779 } 2598 }
2780 } 2599 }
2600
2781 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2782 if (!lost_a_stat) 2602 if (!lost_a_stat)
2783 { 2603 {
2784 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2785 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2786 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2787 2607
2788 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2789 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2790 else 2610 else
2791 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2792 } 2612 }
2793#else 2613#else
2794 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2795#endif 2615#endif
2796 2616
2797 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2798 * exp loss on the stone. 2618 * exp loss on the stone.
2799 */ 2619 */
2800 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2801 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2802 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2803 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2804 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2805 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2806 tmp->msg = buf;
2807 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2808 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2809 2627
2810 /**************************************/ 2628 /**************************************/
2811 /* */ 2629 /* */
2812 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2813 /* if we died cause of food, give us */
2814 /* food, and reset HP's... */
2815 /* */ 2631 /* */
2816 /**************************************/ 2632 /**************************************/
2817 2633
2818 /* remove any poisoning and confusion the character may be suffering. */
2819 /* restore player */
2820 at = archetype::find ("poisoning");
2821 tmp = present_arch_in_ob (at, op);
2822
2823 if (tmp)
2824 {
2825 tmp->destroy ();
2826 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 }
2828
2829 at = archetype::find ("confusion");
2830 tmp = present_arch_in_ob (at, op);
2831 if (tmp)
2832 {
2833 tmp->destroy ();
2834 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 }
2836
2837 cure_disease (op, 0, 0); /* remove any disease */
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2841 if (op->stats.food < 100)
2842 op->stats.food = 900;
2843 op->stats.hp = op->stats.maxhp;
2844 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2845 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2846 2636
2847 /* 2637 /*
2848 * Check to see if the player has any unpaid items. If so, remove them 2638 * Check to see if the player has any unpaid items. If so, remove them
2849 * and put them back in the map. 2639 * and put them back in the map.
2850 */ 2640 */
2885 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2886 force->resist[at] = 100; 2676 force->resist[at] = 100;
2887 2677
2888 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2889 op->update_stats (); 2679 op->update_stats ();
2890
2891 } 2680 }
2892 2681
2893 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2894} 2683}
2895 2684
2896void 2685static void
2897loot_object (object *op) 2686loot_object (object *op)
2898{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2899 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2900 2689
2901 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2932 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2933 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2934 * was changed. 2723 * was changed.
2935 */ 2724 */
2936void 2725void
2937fix_weight (void) 2726fix_weight ()
2938{ 2727{
2939 for_all_players (pl) 2728 for_all_players (pl)
2940 { 2729 {
2941 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2942 2731
2949 } 2738 }
2950 } 2739 }
2951} 2740}
2952 2741
2953void 2742void
2954fix_luck (void) 2743fix_luck ()
2955{ 2744{
2956 for_all_players (pl) 2745 for_all_players (pl)
2957 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2958 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2959} 2748}
2996} 2785}
2997 2786
2998void 2787void
2999make_visible (object *op) 2788make_visible (object *op)
3000{ 2789{
3001 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3002 op->invisible = 0; 2791 op->invisible = 0;
3003 2792
3004 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3005 { 2794 {
3006 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3031 2820
3032 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3033 return 0; 2822 return 0;
3034 2823
3035 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3036 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3037 2826
3038 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3039 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3040 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3042 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3043 2832
3044 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3045 for (i = 0, x = ob->x, y = ob->y; 2834 for (i = 0, x = ob->x, y = ob->y;
3046 i <= SIZEOFFREE1; 2835 i <= SIZEOFFREE1;
3047 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3068 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3069 */ 2858 */
3070void 2859void
3071do_hidden_move (object *op) 2860do_hidden_move (object *op)
3072{ 2861{
3073 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3074 object *skop;
3075 2863
3076 if (!op || !op->map) 2864 if (!op || !op->map)
3077 return; 2865 return;
3078 2866
3079 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3080 2869
3081 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3082 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3083 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3084 { 2873 {
3094 num -= hide; 2883 num -= hide;
3095 2884
3096 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3097 { 2886 {
3098 make_visible (op); 2887 make_visible (op);
2888
3099 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3100 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3101 } 2891 }
3102 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3103 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3193 while (op) 2983 while (op)
3194 { 2984 {
3195 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3196 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3197 2987
3198 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3199 * code, so we need to restrict ourselves to that range of values
3200 * for any meaningful values.
3201 */
3202 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3203 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3204 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3205 return 1; 2989 return 1;
3206 2990
3207 op = op->more; 2991 op = op->more;
3208 }
3209
3210 return 0;
3211}
3212
3213/* routine for both players and monsters. We call this when
3214 * there is a possibility for our action distrubing our hiding
3215 * place or invisiblity spell. Artefact invisiblity is not
3216 * effected by this. If we arent invisible to begin with, we
3217 * return 0.
3218 */
3219int
3220action_makes_visible (object *op)
3221{
3222 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3223 {
3224 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3225 return 0;
3226
3227 if (op->contr && op->contr->tmp_invis == 0)
3228 return 0;
3229
3230 /* If monsters, they should become visible */
3231 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3232 {
3233 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3234 return 1;
3235 }
3236 } 2992 }
3237 2993
3238 return 0; 2994 return 0;
3239} 2995}
3240 2996
3264 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3265 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3266 { 3022 {
3267 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3268 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3269 {
3270 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3271 { 3027 {
3272 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3273 {
3274 if (x && y) 3028 if (x && y)
3275 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3276 3030
3277 return 1; 3031 return 1;
3278 }
3279 } 3032 }
3280 }
3281 3033
3282 if (x && y) 3034 if (x && y)
3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3284 3036
3285 return 1; 3037 return 1;
3423 else 3175 else
3424 j = 1; 3176 j = 1;
3425 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3426 } 3178 }
3427 } 3179 }
3180
3428 strcat (buf, "."); 3181 strcat (buf, ".");
3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3430 } 3183 }
3431 3184
3432 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3442 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3443 } 3196 }
3444 else 3197 else
3445 { 3198 {
3446 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3447 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3448 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3449 who->insert (tmp); 3202 who->insert (tmp);
3450 } 3203 }
3451} 3204}
3452 3205
3453/** 3206//-GPL
3454 * Unready an object for a player. This function does nothing if the object was
3455 * not readied.
3456 */
3457void
3458player_unready_range_ob (player *pl, object *ob)
3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3466 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0;
3468}
3469 3207
3470sint8 3208sint8
3471player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3472{ 3210{
3473 if (!ns) 3211 if (!ns)
3474 return 0; 3212 return LOS_BLOCKED;
3475 3213
3476 int dx, dy; 3214 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3216 return LOS_BLOCKED;
3479 3217
3480 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3482 3220
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3487} 3222}
3488 3223
3489void 3224void
3490player::infobox (const char *title, const char *msg, int color) 3225player::infobox (const char *title, const char *msg, int color)
3491{ 3226{

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