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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.162 by root, Thu Aug 23 17:13:04 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
221 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
222 207
223 ns->update_look = 0; 208 ns->update_look = 0;
224 ns->look_position = 0; 209 ns->look_position = 0;
225 210
226 clear_los (ob); 211 clear_los (this);
227 212
228 ns->reset_stats (); 213 ns->reset_stats ();
229 214
230 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
240 225
241 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
243 { 228 {
244 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
245 230
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 234 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 236 skin = tmp;
255 237
256 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
257 } 239 }
258 240
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 242
261 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
262 248
263 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 251 switch (op->type)
266 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
267 case WAND: 257 case WAND:
268 case ROD: 258 case ROD:
269 case HORN: 259 case HORN:
270 case BOW: 260 case BOW:
271 case SKILL: 261 ranged_ob = op;
272 case SKILL_TOOL: 262 break;
263
273 case WEAPON: 264 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 266 break;
277 } 267 }
278 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 270 ob->update_stats ();
271
280 ns->floorbox_update (); 272 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
284 275
285 activate (); 276 activate ();
286 277
293} 284}
294 285
295void 286void
296player::disconnect () 287player::disconnect ()
297{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
298 if (ns) 295 if (ns)
299 { 296 {
300 if (active) 297 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 299
305 ns->reset_stats (); 302 ns->reset_stats ();
306 ns->pl = 0; 303 ns->pl = 0;
307 ns = 0; 304 ns = 0;
308 } 305 }
309 306
310 if (ob) 307 observe = ob;
311 ob->close_container (); //TODO: client-specific
312 308
313 deactivate (); 309 deactivate ();
314} 310}
315 311
316// the need for this function can be explained 312// the need for this function can be explained
317// by load_object not returning the object 313// by load_object not returning the object
318void 314void
319player::set_object (object *op) 315player::set_object (object *op)
320{ 316{
321 ob = op; 317 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
323 319
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
326 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
327} 331}
328 332
329player::player () 333player::player ()
330{ 334{
331 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 346 petmode = pet_normal;
343 listening = 10; 347 listening = 10;
344 usekeys = containers; 348 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
346 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
347} 354}
348 355
349void 356void
350player::do_destroy () 357player::do_destroy ()
351{ 358{
356 if (ob) 363 if (ob)
357 { 364 {
358 ob->destroy_inv (false); 365 ob->destroy_inv (false);
359 ob->destroy (); 366 ob->destroy ();
360 } 367 }
368
369 ob = observe = 0;
361} 370}
362 371
363player::~player () 372player::~player ()
364{ 373{
365 /* Clear item stack */ 374 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
393 */ 402 */
394archetype * 403archetype *
395get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
396{ 405{
397 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 407
399 for (;;) 408 for (;;)
400 { 409 {
401 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
402 at = first_archetype; 411 i = archetypes.begin ();
403 else 412 else if (*i == at)
404 at = at->next; 413 cleanup ("not a single player archetype found");
405 414
406 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
407 return at; 416 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 417 }
415} 418}
416 419
417object * 420object *
418get_nearest_player (object *mon) 421get_nearest_player (object *mon)
422 unsigned lastdist; 425 unsigned lastdist;
423 rv_vector rv; 426 rv_vector rv;
424 427
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 429 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 431 continue;
456 432
457 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
458 { 434 {
908 if (*first_map_ext_path) 884 if (*first_map_ext_path)
909 { 885 {
910 object *tmp; 886 object *tmp;
911 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
912 888
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 890 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 892 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 893 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
937 int x = ob->x, y = ob->y; 913 int x = ob->x, y = ob->y;
938 914
939 ob->remove_statbonus (); 915 ob->remove_statbonus ();
940 ob->remove (); 916 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 917 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 918 ob->arch->copy_to (ob);
943 ob->instantiate (); 919 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 921 ob->name = ob->name_pl = name;
946 ob->x = x; 922 ob->x = x;
947 ob->y = y; 923 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 927 ob->add_statbonus ();
952 } 928 }
953 while (!allowed_class (ob)); 929 while (!allowed_class (ob));
954 930
955 update_object (ob, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
1100 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1079 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1082
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1084 }
1109 1085
1110 /* philosophy: 1086 /* philosophy:
1185 pick_up (op, tmp); 1161 pick_up (op, tmp);
1186 continue; 1162 continue;
1187 } 1163 }
1188 1164
1189 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1167 {
1192 pick_up (op, tmp); 1168 pick_up (op, tmp);
1193 continue; 1169 continue;
1194 } 1170 }
1195 1171
1303 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1281 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1283 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1286 {
1311 pick_up (op, tmp); 1287 pick_up (op, tmp);
1312 continue; 1288 continue;
1313 } 1289 }
1314 } 1290 }
1315 1291
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1293 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1295 {
1320 pick_up (op, tmp); 1296 pick_up (op, tmp);
1321 continue; 1297 continue;
1322 } 1298 }
1323 } 1299 }
1348 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1349 { 1325 {
1350 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1351 } 1327 }
1352 else 1328 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1332#endif
1357 continue; 1333 continue;
1358 } 1334 }
1428 else 1404 else
1429 { 1405 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1407 {
1432 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1411 {
1436 tmp = arrow; 1412 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1414 }
1439 } 1415 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1417 {
1442 tmp = arrow; 1418 tmp = arrow;
1544 { 1520 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1522 return 0;
1547 } 1523 }
1548 1524
1549 if (player *pl = op->contr) 1525 if (op->contr)
1550 { 1526 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1527 else
1556 { 1528 {
1557 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1630 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1631 1603
1632 if (arrow->slaying) 1604 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1634 1606
1607#if 0
1635 if (player *pl = op->contr) 1608 if (player *pl = op->contr)
1636 { 1609 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1610 float speed = pl->weapon_sp;
1640 1611
1641 /* penalize ROF for bestarrow */ 1612 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1613 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1614 speed *= .9f;
1644 else 1615 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1617
1647 op->speed_left += speed - op->speed; 1618 op->speed_left += speed - op->speed;
1619 }
1648#endif 1620#endif
1649 }
1650 1621
1651 SET_ANIMATION (arrow, arrow->direction); 1622 SET_ANIMATION (arrow, arrow->direction);
1652 1623
1653 /* update the speed */ 1624 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1656 1627
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1628 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1659 1630
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1632
1662 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1685 1656
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1660
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1692 1663
1693 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1665 move_arrow (arrow);
1695 1666
1746 } 1717 }
1747 1718
1748 return ret; 1719 return ret;
1749} 1720}
1750 1721
1751
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1754 */ 1724 */
1755void 1725void
1756fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1774 1744
1775 if (item->type == WAND) 1745 if (item->type == WAND)
1776 { 1746 {
1777 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1778 { 1748 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1751
1782 return; 1752 return;
1783 } 1753 }
1784 } 1754 }
1785 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1786 { 1756 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1758 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1790 1760
1791 if (item->type == ROD) 1761 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1763 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1777 object *tmp;
1808 1778
1809 if (item->arch) 1779 if (item->arch)
1810 { 1780 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1813 item->set_speed (0); 1783 item->set_speed (0);
1814 } 1784 }
1815 1785
1816 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1792 }
1823} 1793}
1824 1794
1825/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1826 */ 1796 */
1827void 1797bool
1828fire (object *op, int dir) 1798fire (object *op, int dir)
1829{ 1799{
1830 int spellcost = 0; 1800 int spellcost = 0;
1831 1801
1832 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1836 player *pl = op->contr; 1806 player *pl = op->contr;
1837 1807
1838 if (pl->golem) 1808 if (pl->golem)
1839 { 1809 {
1840 control_golem (op->contr->golem, dir); 1810 control_golem (op->contr->golem, dir);
1841 return; 1811 return false;
1842 } 1812 }
1843 1813
1844 object *ob = pl->ranged_ob; 1814 object *ob = pl->ranged_ob;
1845 1815
1846 if (!ob) 1816 if (!ob)
1847 return; 1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1848 1826
1849 switch (ob->type) 1827 switch (ob->type)
1850 { 1828 {
1851 case BOW: 1829 case BOW:
1852 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1859 case BUILDER: 1837 case BUILDER:
1860 apply_map_builder (op, dir); 1838 apply_map_builder (op, dir);
1861 break; 1839 break;
1862 1840
1863 case SKILL: 1841 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1842 do_skill (op, op, ob, dir, 0);
1866 break; 1843 break;
1867 1844
1868 default: 1845 default:
1869 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1870 break; 1847 break;
1871 } 1848 }
1849
1850 return true;
1872} 1851}
1873 1852
1874/* find_key 1853/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1876 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1942 * 0 otherwise
1964 */ 1943 */
1965static int 1944static int
1966player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1967{ 1946{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1971 */ 1950 */
1972 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1973 1952
1974 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1975 if (key) 1954 if (key)
1976 { 1955 {
1977 object *container = key->env; 1956 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1957
1981 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1982 make_visible (op); 1959 make_visible (op);
1983 1960
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2014 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2018 */ 1995 */
2019void 1996bool
2020move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2021{ 1998{
2022 object *tmp, *mon;
2023 int on_battleground; 1999 int on_battleground;
2024 maptile *m;
2025 2000
2026 sint16 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2028 2003
2029 on_battleground = op_on_battleground (op, 0, 0); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2030 2014
2031 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2022 * move_ob uses.
2039 */ 2023 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2024 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2025
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2029 * on the space
2059 */ 2030 */
2060 while (tmp) 2031 object *mon;
2061 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2033 {
2063 { 2034 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2065 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2037 && mon != op)
2071 break; 2038 break;
2072 } 2039 }
2073 2040
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2042 return false; /* into a wall */
2082 2043
2083 if (mon->head)
2084 mon = mon->head; 2044 mon = mon->head_ ();
2085 2045
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2087 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2088 return; 2051 return true;
2052 }
2089 2053
2090 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2059 * and thus will not push them.
2096 */ 2060 */
2097 2061
2098 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2101 */ 2065 */
2102 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2069 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2071 {
2112 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2073 if (op->contr->braced)
2114 return; 2074 return false;
2115 2075
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2117 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2118 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2084 make_visible (op);
2120 2085
2121 return; 2086 return true;
2122 } 2087 }
2088 else
2089 return false;
2090 }
2123 2091
2124 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2095 * attack them either.
2128 */ 2096 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2099 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2140 { 2104 {
2105 --op->speed_left;
2106
2141 if (!op->contr->braced) 2107 if (!op->contr->braced)
2142 { 2108 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2145 } 2111 }
2146 else 2112 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2148 2114
2149 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2116 make_visible (op);
2151 }
2152 2117
2118 return true;
2119 }
2120 }
2153 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2123 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2157 { 2127 {
2128 --op->speed_left;
2129
2158 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2160 make_visible (op); 2132 make_visible (op);
2161 }
2162 2133
2134 return true;
2135 }
2136 }
2163 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2142 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2145 {
2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2147 {
2172 op->contr->has_hit = 1; 2148 --op->contr->weapon_sp_left;
2173 2149
2174 skill_attack (mon, op, 0, 0, 0); 2150 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2151
2190 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2191 make_visible (op); 2153 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2154
2196int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2197move_player (object *op, int dir) 2163move_player (object *op, int dir)
2198{ 2164{
2199 int pick; 2165 int pick;
2200 2166
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 op->facing = dir; 2181 op->facing = dir;
2216 2182
2217 if (op->hide) 2183 if (op->hide)
2218 do_hidden_move (op); 2184 do_hidden_move (op);
2219 2185
2186 bool retval;
2187
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2189 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2223 fire (op, dir); 2191 retval = fire (op, dir);
2224 else 2192 else
2225 { 2193 {
2226 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2195 pick = check_pick (op);
2228 } 2196 }
2229 2197
2230 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2199 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2208 * for players.
2241 */ 2209 */
2242 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2243 return 0; 2211
2212 return retval;
2244} 2213}
2245 2214
2246/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2216 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2218 * the new speed values for commands.
2250 * 2219 *
2251 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2252 */ 2223 */
2253int 2224bool
2254handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2255{ 2226{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2228 {
2258 flee_player (op); 2229 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2230 {
2263 --op->speed_left; 2231 --op->speed_left;
2232 flee_player (op);
2233
2264 return 0; 2234 return true;
2265 } 2235 }
2236 else
2237 return false;
2266 } 2238 }
2267 2239
2268 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2242 * called, so we recheck it here.
2271 */ 2243 */
2272 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2273 return 1; 2245 return true;
2274 2246
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2287 2249
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2250 return false;
2293} 2251}
2294 2252
2295int 2253int
2296save_life (object *op) 2254save_life (object *op)
2297{ 2255{
2299 return 0; 2257 return 0;
2300 2258
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2261 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306 2264
2307 if (op->contr) 2265 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2309 2267
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2332 * from. 2290 * from.
2333 */ 2291 */
2334void 2292static void
2335remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2336{ 2294{
2337 while (op) 2295 while (op)
2338 { 2296 {
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 2298
2344 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2345 2303
2346 op->insert_at (env); 2304 op->insert_at (env);
2347 } 2305 }
2348 else if (op->inv) 2306 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2350 2308
2351 op = next; 2309 op = next;
2352 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2353} 2318}
2354 2319
2355/* 2320/*
2356 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2418 else
2454 { 2419 {
2455 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2422 }
2500 2423
2501 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2448 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2527 } 2450 }
2528 2451
2452 if (op->stats.food > 0)
2453 {
2529 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2456 {
2534 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2458
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2537 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2538 op->stats.food--; 2466 op->stats.food--;
2467
2539 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2543 } 2473 }
2544 }
2545 2474
2546 if (max_hp > 1) 2475 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2476 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2552 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2495 }
2554 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2555 { 2504 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2557 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2530 }
2559 else 2531 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2533 }
2563 } 2534 }
2564 2535
2565 /* Digestion */ 2536 /* Digestion */
2566 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2567 { 2538 {
2568#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2541
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2577 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 2543
2580 /* dms do not consume food */ 2544 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2546 op->stats.food--;
2583 } 2547 }
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2611 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2612 } 2576 }
2613 } 2577 }
2614 2578
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2616 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2617 2584
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2586 kill_player (op);
2620 } 2587 }
2621} 2588}
2643 archetype *at; 2610 archetype *at;
2644 object *tmp; 2611 object *tmp;
2645 2612
2646 if (save_life (op)) 2613 if (save_life (op))
2647 return; 2614 return;
2648
2649 2615
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2619 */
2706 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2707 } 2673 }
2708 else 2674 else
2709 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2710 2676
2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2712 2678
2713 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2714 x = op->x; 2680 x = op->x;
2715 y = op->y; 2681 y = op->y;
2716 map = op->map; 2682 map = op->map;
2893 2859
2894 /* 2860 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2862 * and put them back in the map.
2897 */ 2863 */
2898 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2899 2865
2900 /****************************************/ 2866 /****************************************/
2901 /* */ 2867 /* */
2902 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3055} 3021}
3056 3022
3057int 3023int
3058is_true_undead (object *op) 3024is_true_undead (object *op)
3059{ 3025{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 3027 return 1;
3062 3028
3063 return 0; 3029 return 0;
3064} 3030}
3065 3031
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3079 */
3114
3115void 3080void
3116do_hidden_move (object *op) 3081do_hidden_move (object *op)
3117{ 3082{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3119 object *skop; 3084 object *skop;
3201 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3209 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3175 * -b.t.
3211 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3212 */ 3177 */
3213
3214int 3178int
3215player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3216{ 3180{
3217 rv_vector rv; 3181 rv_vector rv;
3218 int dx, dy; 3182 int dx, dy;
3230 3194
3231 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3232 3196
3233 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3198 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3236 * a blocked los square. 3200 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3238 */ 3202 */
3239 while (op) 3203 while (op)
3240 { 3204 {
3241 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3243 3207
3244 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3245 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3246 * for any meaningful values. 3210 * for any meaningful values.
3247 */ 3211 */
3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3249 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 return 1; 3215 return 1;
3216
3252 op = op->more; 3217 op = op->more;
3253 } 3218 }
3219
3254 return 0; 3220 return 0;
3255} 3221}
3256 3222
3257/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3261 * return 0. 3227 * return 0.
3262 */ 3228 */
3263int 3229int
3264action_makes_visible (object *op) 3230action_makes_visible (object *op)
3265{ 3231{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3233 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3270 return 0; 3235 return 0;
3271 3236
3277 { 3242 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3279 return 1; 3244 return 1;
3280 } 3245 }
3281 } 3246 }
3247
3282 return 0; 3248 return 0;
3283} 3249}
3284 3250
3285/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3291 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3258 */
3293int 3259int
3294op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3295{ 3261{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3299 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3269 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3271 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3276 {
3311 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3279 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3281 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3283 {
3320 if (x != NULL && y != NULL) 3284 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3322 return 1; 3287 return 1;
3323 } 3288 }
3324 } 3289 }
3325 } 3290 }
3291
3326 if (x != NULL && y != NULL) 3292 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3328 return 1; 3295 return 1;
3329 } 3296 }
3330 } 3297 }
3331 } 3298 }
3299
3332 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3333 return 0; 3301 return 0;
3334} 3302}
3335 3303
3336/* 3304/*
3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3341 return;
3374 } 3342 }
3375 3343
3376 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3345 item = tr->item;
3378 3346
3379 if (item->type == SPELL) 3347 if (item->type == SPELL)
3380 { 3348 {
3381 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3382 return; 3350 return;
3441 { 3409 {
3442 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3411 object *skin;
3444 3412
3445 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3415 ;
3449 3416
3450 if (!skin) 3417 if (!skin)
3451 return; 3418 return;
3452 3419

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