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Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.155 by root, Sat Jul 21 15:04:36 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>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
227 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
228 207
229 ns->update_look = 0; 208 ns->update_look = 0;
230 ns->look_position = 0; 209 ns->look_position = 0;
231 210
232 clear_los (ob); 211 clear_los (this);
233 212
234 ns->reset_stats (); 213 ns->reset_stats ();
235 214
236 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
239 218
240 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 220 link_player_skills (ob);
242 221
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 223
245 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
246 225
247 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
249 { 228 {
250 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
251 230
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 234 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 236 skin = tmp;
261 237
262 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
263 } 239 }
264 240
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 242
267 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;
268 248
269 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 251 switch (op->type)
272 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
273 case WAND: 257 case WAND:
274 case ROD: 258 case ROD:
275 case HORN: 259 case HORN:
276 case BOW: 260 case BOW:
277 case SKILL: 261 ranged_ob = op;
278 case SKILL_TOOL: 262 break;
263
279 case WEAPON: 264 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 266 break;
283 } 267 }
284 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ob->update_stats (); 270 ob->update_stats ();
271
286 ns->floorbox_update (); 272 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
290 275
291 activate (); 276 activate ();
292 277
312 ns->pl = 0; 297 ns->pl = 0;
313 ns = 0; 298 ns = 0;
314 } 299 }
315 300
316 if (ob) 301 if (ob)
302 {
317 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
318 308
319 deactivate (); 309 deactivate ();
320} 310}
321 311
322// the need for this function can be explained 312// the need for this function can be explained
323// by load_object not returning the object 313// by load_object not returning the object
324void 314void
325player::set_object (object *op) 315player::set_object (object *op)
326{ 316{
327 ob = op; 317 ob = observe = op;
328 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
329 319
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
332 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;
333} 331}
334 332
335player::player () 333player::player ()
336{ 334{
337 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 346 petmode = pet_normal;
349 listening = 10; 347 listening = 10;
350 usekeys = containers; 348 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
352 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
353} 354}
354 355
355void 356void
356player::do_destroy () 357player::do_destroy ()
357{ 358{
362 if (ob) 363 if (ob)
363 { 364 {
364 ob->destroy_inv (false); 365 ob->destroy_inv (false);
365 ob->destroy (); 366 ob->destroy ();
366 } 367 }
368
369 ob = observe = 0;
367} 370}
368 371
369player::~player () 372player::~player ()
370{ 373{
371 /* Clear item stack */ 374 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
399 */ 402 */
400archetype * 403archetype *
401get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
402{ 405{
403 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 407
405 for (;;) 408 for (;;)
406 { 409 {
407 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
408 at = first_archetype; 411 i = archetypes.begin ();
409 else 412 else if (*i == at)
410 at = at->next; 413 cleanup ("not a single player archetype found");
411 414
412 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
413 return at; 416 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 417 }
421} 418}
422 419
423object * 420object *
424get_nearest_player (object *mon) 421get_nearest_player (object *mon)
914 if (*first_map_ext_path) 911 if (*first_map_ext_path)
915 { 912 {
916 object *tmp; 913 object *tmp;
917 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
918 915
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 917 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 919 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 920 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
944 941
945 ob->remove_statbonus (); 942 ob->remove_statbonus ();
946 ob->remove (); 943 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
949 ob->instantiate (); 946 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
952 ob->x = x; 949 ob->x = x;
953 ob->y = y; 950 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 954 ob->add_statbonus ();
958 } 955 }
959 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
960 957
961 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1106 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1106 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1109
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1111 }
1115 1112
1116 /* philosophy: 1113 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1308 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1310 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1313 {
1317 pick_up (op, tmp); 1314 pick_up (op, tmp);
1318 continue; 1315 continue;
1319 } 1316 }
1320 } 1317 }
1321 1318
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1320 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1322 {
1326 pick_up (op, tmp); 1323 pick_up (op, tmp);
1327 continue; 1324 continue;
1328 } 1325 }
1329 } 1326 }
1354 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1355 { 1352 {
1356 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1357 } 1354 }
1358 else 1355 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1359#endif
1363 continue; 1360 continue;
1364 } 1361 }
1434 else 1431 else
1435 { 1432 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1434 {
1438 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1438 {
1442 tmp = arrow; 1439 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1441 }
1445 } 1442 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1444 {
1448 tmp = arrow; 1445 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1633 1630
1634 if (arrow->slaying) 1631 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1636 1633
1634#if 0
1637 if (player *pl = op->contr) 1635 if (player *pl = op->contr)
1638 { 1636 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1637 float speed = pl->weapon_sp;
1646 1638
1647 /* penalize ROF for bestarrow */ 1639 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1640 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1641 speed *= .9f;
1650 else 1642 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1644
1653 op->speed_left += speed - op->speed; 1645 op->speed_left += speed - op->speed;
1646 }
1654#endif 1647#endif
1655 }
1656 1648
1657 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1658 1650
1659 /* update the speed */ 1651 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1662 1654
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1655 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1665 1657
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1659
1668 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1812 object *tmp; 1804 object *tmp;
1813 1805
1814 if (item->arch) 1806 if (item->arch)
1815 { 1807 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1818 item->set_speed (0); 1810 item->set_speed (0);
1819 } 1811 }
1820 1812
1821 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1819 }
1828} 1820}
1829 1821
1830/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1831 */ 1823 */
1832void 1824bool
1833fire (object *op, int dir) 1825fire (object *op, int dir)
1834{ 1826{
1835 int spellcost = 0; 1827 int spellcost = 0;
1836 1828
1837 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1833 player *pl = op->contr;
1842 1834
1843 if (pl->golem) 1835 if (pl->golem)
1844 { 1836 {
1845 control_golem (op->contr->golem, dir); 1837 control_golem (op->contr->golem, dir);
1846 return; 1838 return false;
1847 } 1839 }
1848 1840
1849 object *ob = pl->ranged_ob; 1841 object *ob = pl->ranged_ob;
1850 1842
1851 if (!ob) 1843 if (!ob)
1852 return; 1844 return false;
1853 1845
1854 if (!op->change_weapon (ob)) 1846 if (!op->change_weapon (ob))
1855 return; 1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1856 1853
1857 switch (ob->type) 1854 switch (ob->type)
1858 { 1855 {
1859 case BOW: 1856 case BOW:
1860 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1874 1871
1875 default: 1872 default:
1876 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1877 break; 1874 break;
1878 } 1875 }
1876
1877 return true;
1879} 1878}
1880 1879
1881/* find_key 1880/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1969 * 0 otherwise
1971 */ 1970 */
1972static int 1971static int
1973player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1974{ 1973{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1978 */ 1977 */
1979 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1980 1979
1981 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1982 if (key) 1981 if (key)
1983 { 1982 {
1984 object *container = key->env; 1983 object *container = key->env;
1985 1984
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2025 */ 2024 */
2026void 2025bool
2027move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2028{ 2027{
2029 object *tmp, *mon;
2030 int on_battleground; 2028 int on_battleground;
2031 maptile *m;
2032 2029
2033 sint16 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2035 2032
2036 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2037 2043
2038 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2051 * move_ob uses.
2046 */ 2052 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2054
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2058 * on the space
2066 */ 2059 */
2067 while (tmp) 2060 object *mon;
2068 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2062 {
2070 { 2063 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2072 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2066 && mon != op)
2078 break; 2067 break;
2079 } 2068 }
2080 2069
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2071 return false; /* into a wall */
2089 2072
2090 if (mon->head)
2091 mon = mon->head; 2073 mon = mon->head_ ();
2092 2074
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2095 return; 2080 return true;
2081 }
2096 2082
2097 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2088 * and thus will not push them.
2103 */ 2089 */
2104 2090
2105 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2108 */ 2094 */
2109 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2098 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2100 {
2119 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced) 2102 if (op->contr->braced)
2121 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2122 2108
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2124 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2125 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op); 2113 make_visible (op);
2127 2114
2128 return; 2115 return true;
2129 } 2116 }
2117 else
2118 return false;
2119 }
2130 2120
2131 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2124 * attack them either.
2135 */ 2125 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2128 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2147 { 2133 {
2134 --op->speed_left;
2135
2148 if (!op->contr->braced) 2136 if (!op->contr->braced)
2149 { 2137 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2152 } 2140 }
2153 else 2141 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2155 2143
2156 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2145 make_visible (op);
2158 }
2159 2146
2147 return true;
2148 }
2149 }
2160 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2152 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2164 { 2156 {
2157 --op->speed_left;
2158
2165 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2167 make_visible (op); 2161 make_visible (op);
2168 }
2169 2162
2163 return true;
2164 }
2165 }
2170 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2171 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2174 {
2179 if (!op->contr->has_hit) 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2176 {
2181 op->contr->has_hit = 1; 2177 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2178
2185 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2180
2201 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2202 make_visible (op); 2182 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2183
2207int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2208move_player (object *op, int dir) 2192move_player (object *op, int dir)
2209{ 2193{
2210 int pick; 2194 int pick;
2211 2195
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2226 op->facing = dir; 2210 op->facing = dir;
2227 2211
2228 if (op->hide) 2212 if (op->hide)
2229 do_hidden_move (op); 2213 do_hidden_move (op);
2230 2214
2215 bool retval;
2216
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2218 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2234 fire (op, dir); 2220 retval = fire (op, dir);
2235 else 2221 else
2236 { 2222 {
2237 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2224 pick = check_pick (op);
2239 } 2225 }
2240 2226
2241 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2228 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2237 * for players.
2252 */ 2238 */
2253 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2254 return 0; 2240
2241 return retval;
2255} 2242}
2256 2243
2257/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2245 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2247 * the new speed values for commands.
2261 * 2248 *
2262 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2263 */ 2252 */
2264int 2253bool
2265handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2266{ 2255{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2257 {
2269 flee_player (op); 2258 if (op->speed_left > 0.f)
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED])
2273 { 2259 {
2274 --op->speed_left; 2260 --op->speed_left;
2261 flee_player (op);
2262
2275 return 0; 2263 return true;
2276 } 2264 }
2265 else
2266 return false;
2277 } 2267 }
2278 2268
2279 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2271 * called, so we recheck it here.
2282 */ 2272 */
2283 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2284 return 1; 2274 return true;
2285 2275
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2298 2278
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2279 return false;
2304} 2280}
2305 2281
2306int 2282int
2307save_life (object *op) 2283save_life (object *op)
2308{ 2284{
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2343 * from. 2319 * from.
2344 */ 2320 */
2345void 2321static void
2346remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2347{ 2323{
2348 while (op) 2324 while (op)
2349 { 2325 {
2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2351 2327
2355 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2356 2332
2357 op->insert_at (env); 2333 op->insert_at (env);
2358 } 2334 }
2359 else if (op->inv) 2335 else if (op->inv)
2360 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2361 2337
2362 op = next; 2338 op = next;
2363 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2364} 2347}
2365 2348
2366/* 2349/*
2367 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2574 } 2557 }
2575 2558
2576 /* Digestion */ 2559 /* Digestion */
2577 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2578 { 2561 {
2579#ifdef COZY_SERVER 2562 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2563 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2564
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2566
2591 /* dms do not consume food */ 2567 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2568 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2569 op->stats.food--;
2594 } 2570 }
2654 archetype *at; 2630 archetype *at;
2655 object *tmp; 2631 object *tmp;
2656 2632
2657 if (save_life (op)) 2633 if (save_life (op))
2658 return; 2634 return;
2659
2660 2635
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2636 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2637 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2638 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2639 */
2904 2879
2905 /* 2880 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2881 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2882 * and put them back in the map.
2908 */ 2883 */
2909 remove_unpaid_objects (op->inv, op); 2884 op->drop_unpaid_items ();
2910 2885
2911 /****************************************/ 2886 /****************************************/
2912 /* */ 2887 /* */
2913 /* Move player to his current respawn- */ 2888 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2889 /* position (usually last savebed) */
3066} 3041}
3067 3042
3068int 3043int
3069is_true_undead (object *op) 3044is_true_undead (object *op)
3070{ 3045{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3046 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3047 return 1;
3073 3048
3074 return 0; 3049 return 0;
3075} 3050}
3076 3051
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3095/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3096 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3097 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3098 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3099 */
3125
3126void 3100void
3127do_hidden_move (object *op) 3101do_hidden_move (object *op)
3128{ 3102{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3103 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3104 object *skop;
3247 * a blocked los square. 3221 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3222 * we use the archetype to figure out offsets.
3249 */ 3223 */
3250 while (op) 3224 while (op)
3251 { 3225 {
3252 dx = rv.distance_x + op->arch->clone.x; 3226 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3227 dy = rv.distance_y + op->arch->y;
3254 3228
3255 /* only the viewable area the player sees is updated by LOS 3229 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3230 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3231 * for any meaningful values.
3258 */ 3232 */
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3358 return;
3385 } 3359 }
3386 3360
3387 /* everything seems okay - now bring on the gift: */ 3361 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3362 item = tr->item;
3389 3363
3390 if (item->type == SPELL) 3364 if (item->type == SPELL)
3391 { 3365 {
3392 if (check_spell_known (who, item->name)) 3366 if (check_spell_known (who, item->name))
3393 return; 3367 return;
3452 { 3426 {
3453 /* forces in the treasurelist can alter the player's stats */ 3427 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3428 object *skin;
3455 3429
3456 /* first get the dragon skin force */ 3430 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3431 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3432 ;
3460 3433
3461 if (!skin) 3434 if (!skin)
3462 return; 3435 return;
3463 3436

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