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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 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{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
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) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
272 249
273 for (object *op = ob->inv; op; op = op->below) 250 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 251 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 252 switch (op->type)
276 { 253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
277 case WAND: 258 case WAND:
278 case ROD: 259 case ROD:
279 case HORN: 260 case HORN:
280 case BOW: 261 case BOW:
281 case SKILL_TOOL: 262 ranged_ob = op;
263 break;
264
282 case WEAPON: 265 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 266 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break; 267 break;
290 } 268 }
291 269
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 271 ob->update_stats ();
307} 285}
308 286
309void 287void
310player::disconnect () 288player::disconnect ()
311{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
312 if (ns) 296 if (ns)
313 { 297 {
314 if (active) 298 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316 300
319 ns->reset_stats (); 303 ns->reset_stats ();
320 ns->pl = 0; 304 ns->pl = 0;
321 ns = 0; 305 ns = 0;
322 } 306 }
323 307
324 if (ob) 308 observe = ob;
325 ob->close_container (); //TODO: client-specific
326 309
327 deactivate (); 310 deactivate ();
328} 311}
329 312
330// the need for this function can be explained 313// the need for this function can be explained
331// by load_object not returning the object 314// by load_object not returning the object
332void 315void
333player::set_object (object *op) 316player::set_object (object *op)
334{ 317{
335 ob = op; 318 ob = observe = op;
336 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
337 320
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
340 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
341} 332}
342 333
343player::player () 334player::player ()
344{ 335{
345 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 347 petmode = pet_normal;
357 listening = 10; 348 listening = 10;
358 usekeys = containers; 349 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
360 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
361} 355}
362 356
363void 357void
364player::do_destroy () 358player::do_destroy ()
365{ 359{
370 if (ob) 364 if (ob)
371 { 365 {
372 ob->destroy_inv (false); 366 ob->destroy_inv (false);
373 ob->destroy (); 367 ob->destroy ();
374 } 368 }
369
370 ob = observe = 0;
375} 371}
376 372
377player::~player () 373player::~player ()
378{ 374{
379 /* Clear item stack */ 375 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
407 */ 403 */
408archetype * 404archetype *
409get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
410{ 406{
411 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
412 408
413 for (;;) 409 for (;;)
414 { 410 {
415 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
416 at = first_archetype; 412 i = archetypes.begin ();
417 else 413 else if (*i == at)
418 at = at->next; 414 cleanup ("not a single player archetype found");
419 415
420 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
421 return at; 417 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 418 }
429} 419}
430 420
431object * 421object *
432get_nearest_player (object *mon) 422get_nearest_player (object *mon)
436 unsigned lastdist; 426 unsigned lastdist;
437 rv_vector rv; 427 rv_vector rv;
438 428
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 430 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 432 continue;
470 433
471 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
472 { 435 {
922 if (*first_map_ext_path) 885 if (*first_map_ext_path)
923 { 886 {
924 object *tmp; 887 object *tmp;
925 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
926 889
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
928 tmp = object::create (); 891 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
951 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
952 915
953 ob->remove_statbonus (); 916 ob->remove_statbonus ();
954 ob->remove (); 917 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
957 ob->instantiate (); 920 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
960 ob->x = x; 923 ob->x = x;
961 ob->y = y; 924 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 928 ob->add_statbonus ();
966 } 929 }
967 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
968 931
969 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1114 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else 1080 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120 1083
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1085 }
1123 1086
1124 /* philosophy: 1087 /* philosophy:
1199 pick_up (op, tmp); 1162 pick_up (op, tmp);
1200 continue; 1163 continue;
1201 } 1164 }
1202 1165
1203 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1168 {
1206 pick_up (op, tmp); 1169 pick_up (op, tmp);
1207 continue; 1170 continue;
1208 } 1171 }
1209 1172
1317 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1282 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1284 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1287 {
1325 pick_up (op, tmp); 1288 pick_up (op, tmp);
1326 continue; 1289 continue;
1327 } 1290 }
1328 } 1291 }
1329 1292
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1294 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1333 { 1296 {
1334 pick_up (op, tmp); 1297 pick_up (op, tmp);
1335 continue; 1298 continue;
1336 } 1299 }
1337 } 1300 }
1362 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1363 { 1326 {
1364 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1365 } 1328 }
1366 else 1329 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1333#endif
1371 continue; 1334 continue;
1372 } 1335 }
1442 else 1405 else
1443 { 1406 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1408 {
1446 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1412 {
1450 tmp = arrow; 1413 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1415 }
1453 } 1416 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1418 {
1456 tmp = arrow; 1419 tmp = arrow;
1640 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1641 1604
1642 if (arrow->slaying) 1605 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1644 1607
1608#if 0
1645 if (player *pl = op->contr) 1609 if (player *pl = op->contr)
1646 { 1610 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1611 float speed = pl->weapon_sp;
1654 1612
1655 /* penalize ROF for bestarrow */ 1613 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1614 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1615 speed *= .9f;
1658 else 1616 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1618
1661 op->speed_left += speed - op->speed; 1619 op->speed_left += speed - op->speed;
1620 }
1662#endif 1621#endif
1663 }
1664 1622
1665 SET_ANIMATION (arrow, arrow->direction); 1623 SET_ANIMATION (arrow, arrow->direction);
1666 1624
1667 /* update the speed */ 1625 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1670 1628
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1673 1631
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1633
1676 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1699 1657
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1661
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1706 1664
1707 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1666 move_arrow (arrow);
1709 1667
1787 1745
1788 if (item->type == WAND) 1746 if (item->type == WAND)
1789 { 1747 {
1790 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1791 { 1749 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1752
1795 return; 1753 return;
1796 } 1754 }
1797 } 1755 }
1798 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1799 { 1757 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1759 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1803 1761
1804 if (item->type == ROD) 1762 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1764 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820 object *tmp; 1778 object *tmp;
1821 1779
1822 if (item->arch) 1780 if (item->arch)
1823 { 1781 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1826 item->set_speed (0); 1784 item->set_speed (0);
1827 } 1785 }
1828 1786
1829 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1830 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1793 }
1836} 1794}
1837 1795
1838/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1839 */ 1797 */
1840void 1798bool
1841fire (object *op, int dir) 1799fire (object *op, int dir)
1842{ 1800{
1843 int spellcost = 0; 1801 int spellcost = 0;
1844 1802
1845 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1807 player *pl = op->contr;
1850 1808
1851 if (pl->golem) 1809 if (pl->golem)
1852 { 1810 {
1853 control_golem (op->contr->golem, dir); 1811 control_golem (op->contr->golem, dir);
1854 return; 1812 return false;
1855 } 1813 }
1856 1814
1857 object *ob = pl->ranged_ob; 1815 object *ob = pl->ranged_ob;
1858 1816
1859 if (!ob) 1817 if (!ob)
1860 return; 1818 return false;
1861 1819
1862 if (!op->change_weapon (ob)) 1820 if (!op->change_weapon (ob))
1863 return; 1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1864 1827
1865 switch (ob->type) 1828 switch (ob->type)
1866 { 1829 {
1867 case BOW: 1830 case BOW:
1868 player_fire_bow (op, dir); 1831 player_fire_bow (op, dir);
1882 1845
1883 default: 1846 default:
1884 fire_misc_object (op, dir); 1847 fire_misc_object (op, dir);
1885 break; 1848 break;
1886 } 1849 }
1850
1851 return true;
1887} 1852}
1888 1853
1889/* find_key 1854/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1943 * 0 otherwise
1979 */ 1944 */
1980static int 1945static int
1981player_attack_door (object *op, object *door) 1946player_attack_door (object *op, object *door)
1982{ 1947{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1986 */ 1951 */
1987 object *key = find_key (op, op, door); 1952 object *key = find_key (op, op, door);
1988 1953
1989 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1990 if (key) 1955 if (key)
1991 { 1956 {
1992 object *container = key->env; 1957 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1958
1996 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1997 make_visible (op); 1960 make_visible (op);
1998 1961
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2029 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2033 */ 1996 */
2034void 1997bool
2035move_player_attack (object *op, int dir) 1998move_player_attack (object *op, int dir)
2036{ 1999{
2037 object *tmp, *mon;
2038 int on_battleground; 2000 int on_battleground;
2039 maptile *m;
2040 2001
2041 sint16 nx = freearr_x[dir] + op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2043 2004
2044 on_battleground = op_on_battleground (op, 0, 0); 2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2045 2015
2046 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2023 * move_ob uses.
2054 */ 2024 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2025 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2026
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2030 * on the space
2074 */ 2031 */
2075 while (tmp) 2032 object *mon;
2076 { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2034 {
2078 { 2035 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2036 || mon->type == LOCKED_DOOR
2080 continue; 2037 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2038 && mon != op)
2086 break; 2039 break;
2087 } 2040 }
2088 2041
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2043 return false; /* into a wall */
2097 2044
2098 if (mon->head)
2099 mon = mon->head; 2045 mon = mon->head_ ();
2100 2046
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2103 return; 2052 return true;
2053 }
2104 2054
2105 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2060 * and thus will not push them.
2111 */ 2061 */
2112 2062
2113 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2116 */ 2066 */
2117 if (op->type == PLAYER 2067 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2068 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2070 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2072 {
2123 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2074 if (op->contr->braced)
2125 return; 2075 return false;
2126 2076
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2128 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2083
2129 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2085 make_visible (op);
2131 2086
2132 return; 2087 return true;
2133 } 2088 }
2089 else
2090 return false;
2091 }
2134 2092
2135 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2096 * attack them either.
2139 */ 2097 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2098 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2100 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2145 { 2105 {
2106 --op->speed_left;
2107
2146 if (!op->contr->braced) 2108 if (!op->contr->braced)
2147 { 2109 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2150 } 2112 }
2151 else 2113 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2153 2115
2154 if (op->contr->tmp_invis || op->hide) 2116 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2117 make_visible (op);
2156 }
2157 2118
2119 return true;
2120 }
2121 }
2158 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2124 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2162 { 2128 {
2129 --op->speed_left;
2130
2163 recursive_roll (mon, dir, op); 2131 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2132 if (action_makes_visible (op))
2165 make_visible (op); 2133 make_visible (op);
2166 }
2167 2134
2135 return true;
2136 }
2137 }
2168 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2143 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2146 {
2177 if (!op->contr->has_hit) 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2148 {
2179 op->contr->has_hit = 1; 2149 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2150
2183 skill_attack (mon, op, 0, 0, 0); 2151 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2152
2199 if (action_makes_visible (op)) 2153 if (action_makes_visible (op))
2200 make_visible (op); 2154 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2155
2205int 2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2206move_player (object *op, int dir) 2164move_player (object *op, int dir)
2207{ 2165{
2208 int pick; 2166 int pick;
2209 2167
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2182 op->facing = dir;
2225 2183
2226 if (op->hide) 2184 if (op->hide)
2227 do_hidden_move (op); 2185 do_hidden_move (op);
2228 2186
2187 bool retval;
2188
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2190 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2191 else if (op->contr->fire_on)
2232 fire (op, dir); 2192 retval = fire (op, dir);
2233 else 2193 else
2234 { 2194 {
2235 move_player_attack (op, dir); 2195 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2196 pick = check_pick (op);
2237 } 2197 }
2238 2198
2239 /* Add special check for newcs players and fire on - this way, the 2199 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2200 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2207 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2208 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2209 * for players.
2250 */ 2210 */
2251 animate_object (op, op->facing); 2211 animate_object (op, op->facing);
2252 return 0; 2212
2213 return retval;
2253} 2214}
2254 2215
2255/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2217 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2219 * the new speed values for commands.
2259 * 2220 *
2260 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2261 */ 2224 */
2262int 2225bool
2263handle_newcs_player (object *op) 2226handle_newcs_player (object *op)
2264{ 2227{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2229 {
2267 flee_player (op); 2230 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2231 {
2272 --op->speed_left; 2232 --op->speed_left;
2233 flee_player (op);
2234
2273 return 0; 2235 return true;
2274 } 2236 }
2237 else
2238 return false;
2275 } 2239 }
2276 2240
2277 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2243 * called, so we recheck it here.
2280 */ 2244 */
2281 if (op->contr->ns->handle_command ()) 2245 if (op->contr->ns->handle_command ())
2282 return 1; 2246 return true;
2283 2247
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2249 return move_player (op, op->direction);
2296 2250
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2251 return false;
2302} 2252}
2303 2253
2304int 2254int
2305save_life (object *op) 2255save_life (object *op)
2306{ 2256{
2308 return 0; 2258 return 0;
2309 2259
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2262 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315 2265
2316 if (op->contr) 2266 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2318 2268
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2341 * from. 2291 * from.
2342 */ 2292 */
2343void 2293static void
2344remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2345{ 2295{
2346 while (op) 2296 while (op)
2347 { 2297 {
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349 2299
2353 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2354 2304
2355 op->insert_at (env); 2305 op->insert_at (env);
2356 } 2306 }
2357 else if (op->inv) 2307 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2359 2309
2360 op = next; 2310 op = next;
2361 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2362} 2319}
2363 2320
2364/* 2321/*
2365 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2419 else
2463 { 2420 {
2464 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2423 }
2509 2424
2510 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2449 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2536 } 2451 }
2537 2452
2453 if (op->stats.food > 0)
2454 {
2538 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2457 {
2543 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2459
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2546 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2547 op->stats.food--; 2467 op->stats.food--;
2468
2548 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2552 } 2474 }
2553 }
2554 2475
2555 if (max_hp > 1) 2476 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2477 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2561 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2496 }
2563 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2564 { 2505 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2566 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2531 }
2568 else 2532 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2534 }
2572 } 2535 }
2573 2536
2574 /* Digestion */ 2537 /* Digestion */
2575 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2576 { 2539 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2578 2542
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2544
2584 /* dms do not consume food */ 2545 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2547 op->stats.food--;
2587 } 2548 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2616 } 2577 }
2617 } 2578 }
2618 2579
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2621 2585
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2587 kill_player (op);
2624 } 2588 }
2625} 2589}
2648 object *tmp; 2612 object *tmp;
2649 2613
2650 if (save_life (op)) 2614 if (save_life (op))
2651 return; 2615 return;
2652 2616
2653
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2620 */
2658 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2673 { 2636 {
2674 tmp->destroy (); 2637 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2639 }
2677 2640
2678 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2644 op->stats.food = 999;
2682 2645
2683 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2710 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2711 } 2674 }
2712 else 2675 else
2713 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2714 2677
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2716 2679
2717 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2718 x = op->x; 2681 x = op->x;
2719 y = op->y; 2682 y = op->y;
2720 map = op->map; 2683 map = op->map;
2883 { 2846 {
2884 tmp->destroy (); 2847 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2849 }
2887 2850
2888 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2889 2852
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2893 op->stats.food = 900; 2856 op->stats.food = 900;
2897 2860
2898 /* 2861 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2862 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2863 * and put them back in the map.
2901 */ 2864 */
2902 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2903 2866
2904 /****************************************/ 2867 /****************************************/
2905 /* */ 2868 /* */
2906 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3047void 3010void
3048make_visible (object *op) 3011make_visible (object *op)
3049{ 3012{
3050 op->hide = 0; 3013 op->hide = 0;
3051 op->invisible = 0; 3014 op->invisible = 0;
3015
3052 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3053 { 3017 {
3054 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3056 } 3020 }
3059} 3023}
3060 3024
3061int 3025int
3062is_true_undead (object *op) 3026is_true_undead (object *op)
3063{ 3027{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3029 return 1;
3066 3030
3067 return 0; 3031 return 0;
3068} 3032}
3069 3033
3070/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3036 * indicate greater hideability.
3073 */ 3037 */
3074
3075int 3038int
3076hideability (object *ob) 3039hideability (object *ob)
3077{ 3040{
3078 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3079 sint16 x, y; 3042 sint16 x, y;
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3080 */
3118
3119void 3081void
3120do_hidden_move (object *op) 3082do_hidden_move (object *op)
3121{ 3083{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3085 object *skop;
3205 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3176 * -b.t.
3215 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3216 */ 3178 */
3217
3218int 3179int
3219player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3220{ 3181{
3221 rv_vector rv; 3182 rv_vector rv;
3222 int dx, dy; 3183 int dx, dy;
3234 3195
3235 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3236 3197
3237 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3199 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3240 * a blocked los square. 3201 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3242 */ 3203 */
3243 while (op) 3204 while (op)
3244 { 3205 {
3245 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3247 3208
3248 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3211 * for any meaningful values.
3251 */ 3212 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3216 return 1;
3217
3256 op = op->more; 3218 op = op->more;
3257 } 3219 }
3220
3258 return 0; 3221 return 0;
3259} 3222}
3260 3223
3261/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3228 * return 0.
3266 */ 3229 */
3267int 3230int
3268action_makes_visible (object *op) 3231action_makes_visible (object *op)
3269{ 3232{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3234 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3236 return 0;
3275 3237
3281 { 3243 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3245 return 1;
3284 } 3246 }
3285 } 3247 }
3248
3286 return 0; 3249 return 0;
3287} 3250}
3288 3251
3289/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3259 */
3297int 3260int
3298op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3299{ 3262{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3270 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3272 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3277 {
3315 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3280 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3282 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3284 {
3324 if (x != NULL && y != NULL) 3285 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3326 return 1; 3288 return 1;
3327 } 3289 }
3328 } 3290 }
3329 } 3291 }
3292
3330 if (x != NULL && y != NULL) 3293 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3332 return 1; 3296 return 1;
3333 } 3297 }
3334 } 3298 }
3335 } 3299 }
3300
3336 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3337 return 0; 3302 return 0;
3338} 3303}
3339 3304
3340/* 3305/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3322 int i = 0, j = 0;
3358 3323
3359 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3333
3369 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3370 return; 3335 return;
3371 3336
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3342 return;
3378 } 3343 }
3379 3344
3380 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3346 item = tr->item;
3382 3347
3383 if (item->type == SPELL) 3348 if (item->type == SPELL)
3384 { 3349 {
3385 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3386 return; 3351 return;
3445 { 3410 {
3446 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3412 object *skin;
3448 3413
3449 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3416 ;
3453 3417
3454 if (!skin) 3418 if (!skin)
3455 return; 3419 return;
3456 3420

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