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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 1.268 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,
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;
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
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
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 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} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
364 disconnect (); 234 disconnect ();
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 239 ob->destroy ();
372 }
373 240
374 ob = observe = 0; 241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 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 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 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} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
673 op->destroy (); 540 op->destroy ();
674 continue; 541 continue;
675 } 542 }
676 } 543 }
677 544
678 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 548 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
685 { 550 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 553 {
694 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 557 break;
697 } 558 }
698 559
699 if (op->nrof > 1) 560 if (op->nrof > 1)
700 op->nrof = 1; 561 op->nrof = 1;
701 } 562 }
702 563
728 else /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
731 592
732 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
733 link_player_skills (pl); 594 pl->contr->link_skills ();
734} 595}
735 596
736void 597void
737get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
738{ 599{
748 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:");
749} 610}
750 611
751/* 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. */
752static int 613static int
753roll_stat (void) 614roll_stat ()
754{ 615{
755 int a[4], i, j, k; 616 int a[4], i, j, k;
756 617
757 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 716player::chargen_race_done ()
856{ 717{
857 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 719 esrv_new_player (ob->contr);
859 720
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 722 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
863 724
864 INVOKE_PLAYER (BIRTH, ob->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
870 ob->msg = 0; 731 ob->msg = 0;
871 732
872 start_info (ob); 733 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 737 ob->update_stats ();
878 738
879 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
880 * is one for this race 740 * is one for this race
919 ob->stats.hp = ob->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 781 ob->stats.grace = 0;
922} 782}
923 783
924void 784static void
925flee_player (object *op) 785flee_player (object *op)
926{ 786{
927 int dir, diff; 787 int dir, diff;
928 rv_vector rv; 788 rv_vector rv;
929 789
932 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
934 return; 794 return;
935 } 795 }
936 796
937 if (op->enemy == NULL) 797 if (!op->enemy)
938 { 798 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
941 return; 801 return;
942 } 802 }
943 803
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)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 { 805 {
957 op->enemy = NULL; 806 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 808 return;
962 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
963 812
964 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
966 { 815 {
967 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
968 817
969 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))))
970 return; 819 return;
971 } 820 }
972 821
973 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
974 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
983check_pick (object *op) 832check_pick (object *op)
984{ 833{
985 object *tmp, *next; 834 object *tmp, *next;
986 int stop = 0; 835 int stop = 0;
987 int wvratio; 836 int wvratio;
988 char putstring[128];
989 837
990 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
991 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
992 return 1; 840 return 1;
993 841
994 next = op->below; 842 next = op->below;
995 843
996 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
997#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)
998 846
999 /* 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
1000 * destroyed */ 848 * destroyed */
1001 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1017 865
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 867 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 869 CHK_PICK_PICKUP;
870
1022 continue; 871 continue;
1023 } 872 }
1024 873
1025 /* 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? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1027 { 936 {
1028 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)
1029 { 1000 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1001 CHK_PICK_PICKUP;
1034 return 1; 1002 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 } 1003 }
1064 } 1004 }
1065 else 1005
1066 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 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)
1069 { 1012 {
1070 /* some debugging code to figure out item information */ 1013 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; 1014 continue;
1015 }
1117 1016
1118 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1119 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;
1120 continue; 1022 continue;
1023 }
1121 1024
1122 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1123 /* 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
1124 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1125 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"))
1126 { 1096 {
1127 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1128 continue; 1098 continue;
1129 } 1099 }
1100 }
1130 1101
1102 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1105 {
1134 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1135 continue; 1107 continue;
1136 } 1108 }
1137 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1138 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1139 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
1140 { 1117 */
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) 1118 wvratio = op->contr->mode & PU_RATIO;
1177 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)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1120 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1186 { 1124 {
1187 CHK_PICK_PICKUP; 1125 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1126 }
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 1127 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1326 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))));
1327#endif 1131#endif
1132 CHK_PICK_PICKUP;
1328 continue; 1133 continue;
1329 }
1330 } 1134 }
1331 } /* the new pickup model */ 1135 } /* the new pickup model */
1332 } 1136 }
1333 1137
1334 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;
1335} 1174}
1336 1175
1337/* 1176/*
1338 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1179 * found object is returned.
1341 */ 1180 */
1342object * 1181static object *
1343find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1344{ 1183{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1186 return splay (tmp);
1361 * 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
1362 * 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
1363 * 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
1364 * 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.
1365 */ 1204 */
1366object * 1205static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1207{
1369 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1371 1210
1372 if (!type) 1211 if (!type)
1376 { 1215 {
1377 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))
1378 { 1217 {
1379 i = 0; 1218 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1381 if (i > betterby) 1221 if (i > betterby)
1382 { 1222 {
1383 tmp = ntmp; 1223 tmp = ntmp;
1384 betterby = i; 1224 betterby = i;
1385 } 1225 }
1386 } 1226 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1228 {
1389 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1391 { 1231 {
1392 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1393 { 1233 {
1394 *better = 100; 1234 *better = 100;
1395 return arrow; 1235 return arrow;
1410 { 1250 {
1411 tmp = arrow; 1251 tmp = arrow;
1412 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;
1413 } 1253 }
1414 } 1254 }
1255
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1257 {
1417 tmp = arrow; 1258 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1260 }
1261
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1263 {
1422 tmp = arrow; 1264 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1266 }
1437 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1280 * op = the shooter
1439 * type = bow->race 1281 * type = bow->race
1440 * dir = fire direction 1282 * dir = fire direction
1441 */ 1283 */
1442object * 1284static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1286{
1445 object *tmp = NULL; 1287 object *tmp = NULL;
1446 maptile *m; 1288 maptile *m;
1447 int i, mflags, found, number; 1289 int i, mflags, found, number;
1448 sint16 x, y; 1290 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1464 { 1306 {
1465 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1312 {
1470 tmp = NULL; 1313 tmp = 0;
1471 break; 1314 break;
1472 } 1315 }
1473 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)
1474 { 1317 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1477 */ 1320 */
1478 tmp = NULL; 1321 tmp = 0;
1479 break; 1322 break;
1480 } 1323 }
1324
1481 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1482 {
1483 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)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1328 break;
1491 }
1492 } 1329 }
1493 if (tmp == NULL) 1330
1331 if (!tmp)
1494 return find_arrow (op, type); 1332 return find_arrow (op, type);
1495 1333
1496 if (tmp->head) 1334 if (tmp->head)
1497 tmp = tmp->head; 1335 tmp = tmp->head;
1498 1336
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1377 return 0;
1540 } 1378 }
1541 1379
1542 // 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
1543 if (bow->below) 1381 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1382 }
1550 1383
1551 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1552 { 1385 {
1553 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);
1579 } 1412 }
1580 1413
1581 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1583 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1418 arrow->destroy ();
1585 return 0; 1419 return 0;
1586 } 1420 }
1587 1421
1588 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1432 arrow->direction = dir;
1599 1433
1600 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 */
1601 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1603 1437 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1438
1607#if 0 1439#if 0
1608 if (player *pl = op->contr) 1440 if (player *pl = op->contr)
1609 { 1441 {
1610 float speed = pl->weapon_sp; 1442 float speed = pl->weapon_sp;
1672 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1507 * hence the function name.
1676 */ 1508 */
1677int 1509static int
1678player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1679{ 1511{
1680 int ret = 0, wcmod = 0; 1512 int ret;
1681 1513
1682 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1683 { 1515 {
1684 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);
1685 } 1517 }
1686 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)
1687 { 1519 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 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); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1522 }
1693 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1694 { 1524 {
1695 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);
1696 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)]);
1697 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)]);
1698 } 1528 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1530 {
1701 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);
1702 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);
1703 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);
1704 } 1534 }
1705 else 1535 else
1706 { 1536 {
1712} 1542}
1713 1543
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1716 */ 1546 */
1717void 1547static void
1718fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1719{ 1549{
1720 object *item = op->contr->ranged_ob; 1550 object *item = op->contr->ranged_ob;
1721 1551
1722 if (!item) 1552 if (!item)
1729 { 1559 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return; 1561 return;
1732 } 1562 }
1733 1563
1734 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1735 return; 1565 return;
1736 1566
1737 if (item->type == WAND) 1567 if (item->type == WAND)
1738 { 1568 {
1739 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1744 return; 1574 return;
1745 } 1575 }
1746 } 1576 }
1747 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1748 { 1578 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1750 1580
1751 // using the maximum of the rods charge allows at least one spell cast 1581 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods. 1582 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1584 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1756 1586
1757 if (item->type == ROD) 1587 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)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1593 }
1764 } 1594 }
1765 1595
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1597 {
1768 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
1769 if (item->type == WAND) 1600 if (item->type == WAND)
1770 { 1601 {
1771 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1772 { 1603 {
1773 object *tmp; 1604 object *tmp;
1789} 1620}
1790 1621
1791/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1792 */ 1623 */
1793bool 1624bool
1794fire (object *op, int dir) 1625fire (object *who, int dir)
1795{ 1626{
1796 int spellcost = 0; 1627 int spellcost = 0;
1797 1628
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1629 player *pl = who->contr;
1803 1630
1804 if (pl->golem) 1631 if (pl->golem)
1805 { 1632 {
1806 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1807 return false; 1634 return false;
1808 } 1635 }
1809 1636
1810 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1811 1638
1812 if (!ob) 1639 if (!ob)
1813 return false; 1640 return false;
1814 1641
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1819 --op->speed_left; 1643 --who->speed_left;
1820 else 1644 else
1821 return false; 1645 return false;
1822 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
1823 switch (ob->type) 1654 switch (ob->type)
1824 { 1655 {
1825 case BOW: 1656 case BOW:
1826 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1827 break; 1658 break;
1828 1659
1829 case SPELL: 1660 case SPELL:
1830 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);
1831 break; 1662 break;
1832 1663
1833 case BUILDER: 1664 case BUILDER:
1834 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1835 break; 1666 break;
1836 1667
1837 case SKILL: 1668 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1839 break; 1670 break;
1840 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1841 default: 1676 default:
1842 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1843 break; 1678 break;
1844 } 1679 }
1845 1680
1846 return true; 1681 return true;
1847} 1682}
1848 1683
1849/* find_key 1684static 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) 1685find_key_ (object *pl, object *container, object *door)
1861{ 1686{
1862 object *tmp, *key; 1687 object *tmp, *key;
1863 1688
1864 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1690 if (!container->inv)
1868 /* 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 */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1695 {
1871 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1697 break;
1698
1873 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1875 */ 1701 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1703 break;
1883 * a key, return 1709 * a key, return
1884 */ 1710 */
1885 if (!tmp) 1711 if (!tmp)
1886 { 1712 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1716 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1717 return key;
1894 }
1895 }
1896 1718
1897 if (!tmp) 1719 if (!tmp)
1898 return NULL; 1720 return 0;
1899 } 1721 }
1900 1722
1901 /* 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,
1902 * see if we actually want to use it 1724 * see if we actually want to use it
1903 */ 1725 */
1904 if (pl != container) 1726 if (pl != container)
1905 { 1727 {
1906 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1907 if (!pl->contr) 1729 if (!pl->contr)
1908 return NULL; 1730 return 0;
1731
1909 /* cases where this fails: 1732 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1734 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1913 * containers can be used. 1736 * containers can be used.
1917 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1918 * 1741 *
1919 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1920 * all the others. 1743 * all the others.
1921 */ 1744 */
1922 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1748 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 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)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1751 return NULL;
1929 } 1752 }
1930 } 1753 }
1931 1754
1932 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);
1933} 1781}
1934 1782
1935/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1988 */ 1836 */
1989bool 1837bool
1990move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1991{ 1839{
1992 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 }
1993 1845
1994 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1996 1848
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
2000 return false; 1850 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 1851
2008 /* 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
2009 * 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
2010 * 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
2011 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2071 --op->speed_left; 1915 --op->speed_left;
2072 1916
2073 op->play_sound (sound_find ("push_player")); 1917 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1918 push_ob (mon, dir, op);
2075 1919
2076 if (op->contr->tmp_invis || op->hide) 1920 if (action_makes_visible (op))
2077 make_visible (op); 1921 make_visible (op);
2078 1922
2079 return true; 1923 return true;
2080 } 1924 }
2081 else 1925 else
2082 return false; 1926 return false;
2083 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1930
2085 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2087 * 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
2088 * attack them either. 1934 * attack them either.
2103 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2104 } 1950 }
2105 else 1951 else
2106 op->statusmsg ("You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2107 1953
2108 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1955 make_visible (op);
2110 1956
2111 return true; 1957 return true;
2112 } 1958 }
2113 } 1959 }
2153} 1999}
2154 2000
2155bool 2001bool
2156move_player (object *op, int dir) 2002move_player (object *op, int dir)
2157{ 2003{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 2005 return 0;
2162 2006
2163 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2165 { 2009 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2011 return 0;
2168 } 2012 }
2169 2013
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2017
2174 op->facing = dir; 2018 op->facing = dir;
2175 2019
2176 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2021 do_hidden_move (op);
2178 2022
2179 bool retval; 2023 bool retval;
2024 int pick = 0;
2180 2025
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2027 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2029 retval = fire (op, dir);
2241 return move_player (op, op->direction); 2086 return move_player (op, op->direction);
2242 2087
2243 return false; 2088 return false;
2244} 2089}
2245 2090
2246int 2091static int
2247save_life (object *op) 2092save_life (object *op)
2248{ 2093{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0; 2095 return 0;
2251 2096
2260 2105
2261 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2263 2108
2264 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2265 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2266 2111
2267 op->update_stats (); 2112 op->update_stats ();
2268 return 1; 2113 return 1;
2269 } 2114 }
2270 2115
2298void 2143void
2299object::drop_unpaid_items () 2144object::drop_unpaid_items ()
2300{ 2145{
2301 if (!flag [FLAG_REMOVED]) 2146 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2147 ::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} 2148}
2341 2149
2342void 2150void
2343do_some_living (object *op) 2151do_some_living (object *op)
2344{ 2152{
2499 { 2307 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2309
2502 if (over_hp > 0) 2310 if (over_hp > 0)
2503 { 2311 {
2504 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;
2505 op->last_heal = 0; 2313 op->last_heal = 0;
2506 } 2314 }
2507 else 2315 else
2508 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);
2509 } 2317 }
2536 2344
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2346 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2347 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.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2542 2350
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2352 break;
2545 } 2353 }
2546 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2552 */ 2360 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2362 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2363 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.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2558 } 2366 }
2559 2367
2560 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2588 */ 2396 */
2589void 2397void
2590kill_player (object *op) 2398kill_player (object *op)
2591{ 2399{
2592 int x, y; 2400 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2402 int will_kill_again;
2596 archetype *at; 2403 archetype *at;
2597 object *tmp; 2404 object *tmp;
2598 2405
2599 if (save_life (op)) 2406 if (save_life (op))
2600 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 }
2601 2444
2602 /* 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
2603 * 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.
2604 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2448 */
2606 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2607 { 2450 {
2608 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";
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 2452
2631 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2455
2634 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2458 tmp->msg = format (
2637 "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",
2638 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2639 (int)op->level, 2461 (int)op->level,
2640 op->contr->killer_name () 2462 op->contr->killer_name ()
2641 ); 2463 );
2642 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2645 }
2646 2467
2647 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2473 return;
2651 } 2474 }
2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2478
2653 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2654 2480
2655 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2656 2482
2690 2516
2691 lost_a_stat = 0; 2517 lost_a_stat = 0;
2692 2518
2693 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2694 { 2520 {
2695 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2696 2522
2697 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2698 { 2524 {
2699 /* 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
2700 * what he lost. 2526 * what he lost.
2707 lost_a_stat = 1; 2533 lost_a_stat = 1;
2708 } 2534 }
2709 else 2535 else
2710 { 2536 {
2711 /* deplete a stat */ 2537 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2539 object *dep;
2714 2540
2715 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2542 if (!dep)
2717 { 2543 {
2718 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2720 } 2546 }
2721 lose_this_stat = 1; 2547 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2723 { 2549 {
2751 } 2577 }
2752 } 2578 }
2753 2579
2754 if (lose_this_stat) 2580 if (lose_this_stat)
2755 { 2581 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2760 * 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
2761 * difference. 2587 * difference.
2775 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2602 if (!lost_a_stat)
2777 { 2603 {
2778 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2781 2607
2782 if (god && (strcmp (god, "none"))) 2608 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); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2610 else
2785 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";
2786 } 2612 }
2787#else 2613#else
2788 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.";
2789#endif 2615#endif
2790 2616
2791 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2618 * exp loss on the stone.
2793 */ 2619 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 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 ()); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2624 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2627
2801 /**************************************/ 2628 /**************************************/
2802 /* */ 2629 /* */
2803 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2631 /* */
2807 /**************************************/ 2632 /**************************************/
2808 2633
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)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2635 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 2636
2852 /* 2637 /*
2853 * 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
2854 * and put them back in the map. 2639 * and put them back in the map.
2855 */ 2640 */
2890 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2676 force->resist[at] = 100;
2892 2677
2893 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2679 op->update_stats ();
2895
2896 } 2680 }
2897 2681
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2683}
2900 2684
2901void 2685static void
2902loot_object (object *op) 2686loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2905 2689
2906 op->close_container (); /* close open sack first */ 2690 op->close_container (); /* close open sack first */
2937 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2938 * 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
2939 * was changed. 2723 * was changed.
2940 */ 2724 */
2941void 2725void
2942fix_weight (void) 2726fix_weight ()
2943{ 2727{
2944 for_all_players (pl) 2728 for_all_players (pl)
2945 { 2729 {
2946 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2947 2731
2954 } 2738 }
2955 } 2739 }
2956} 2740}
2957 2741
2958void 2742void
2959fix_luck (void) 2743fix_luck ()
2960{ 2744{
2961 for_all_players (pl) 2745 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2964} 2748}
3001} 2785}
3002 2786
3003void 2787void
3004make_visible (object *op) 2788make_visible (object *op)
3005{ 2789{
3006 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2791 op->invisible = 0;
3008 2792
3009 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3010 { 2794 {
3011 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3036 2820
3037 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3038 return 0; 2822 return 0;
3039 2823
3040 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3042 2826
3043 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3044 * 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
3045 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3048 2832
3049 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2834 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2835 i <= SIZEOFFREE1;
3052 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])
3199 while (op) 2983 while (op)
3200 { 2984 {
3201 dx = rv.distance_x + op->arch->x; 2985 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 2986 dy = rv.distance_y + op->arch->y;
3203 2987
3204 /* only the viewable area the player sees is updated by LOS 2988 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; 2989 return 1;
3212 2990
3213 op = op->more; 2991 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 } 2992 }
3243 2993
3244 return 0; 2994 return 0;
3245} 2995}
3246 2996
3270 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3022 {
3273 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3274 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))
3275 {
3276 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)
3277 { 3027 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3028 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3030
3283 return 1; 3031 return 1;
3284 }
3285 } 3032 }
3286 }
3287 3033
3288 if (x && y) 3034 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3036
3291 return 1; 3037 return 1;
3429 else 3175 else
3430 j = 1; 3176 j = 1;
3431 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3432 } 3178 }
3433 } 3179 }
3180
3434 strcat (buf, "."); 3181 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3183 }
3437 3184
3438 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3196 }
3450 else 3197 else
3451 { 3198 {
3452 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3454 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));
3455 who->insert (tmp); 3202 who->insert (tmp);
3456 } 3203 }
3457} 3204}
3458 3205
3459/** 3206//-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 3207
3476sint8 3208sint8
3477player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3478{ 3210{
3479 if (!ns) 3211 if (!ns)
3480 return 0; 3212 return LOS_BLOCKED;
3481 3213
3482 int dx, dy; 3214 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3216 return LOS_BLOCKED;
3485 3217
3486 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3488 3220
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]; 3221 return blocked_los (x, y);
3493} 3222}
3494 3223
3495void 3224void
3496player::infobox (const char *title, const char *msg, int color) 3225player::infobox (const char *title, const char *msg, int color)
3497{ 3226{

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