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Comparing deliantra/server/server/player.C (file contents):
Revision 1.130 by root, Sat May 12 20:21:54 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
157 op->x = -1; 157 op->x = -1;
158 op->y = -1; 158 op->y = -1;
159} 159}
160 160
161void 161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 162player::activate ()
176{ 163{
177 if (active) 164 if (active)
178 return; 165 return;
179 166
181 ob->remove (); 168 ob->remove ();
182 ob->map = 0; 169 ob->map = 0;
183 ob->activate_recursive (); 170 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 172 add_friendly_object (ob);
186 enter_map ();
187} 173}
188 174
189void 175void
190player::deactivate () 176player::deactivate ()
191{ 177{
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
246 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 234
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
262 252
263 for (object *op = ob->inv; op; op = op->below) 253 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 254 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 255 switch (op->type)
266 { 256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
267 case WAND: 261 case WAND:
268 case ROD: 262 case ROD:
269 case HORN: 263 case HORN:
270 case BOW: 264 case BOW:
271 case SKILL: 265 ranged_ob = op;
272 case SKILL_TOOL: 266 break;
267
273 case WEAPON: 268 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 269 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 270 break;
277 } 271 }
278 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 274 ob->update_stats ();
275
280 ns->floorbox_update (); 276 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
284 279
285 activate (); 280 activate ();
286 281
307 ns = 0; 302 ns = 0;
308 } 303 }
309 304
310 if (ob) 305 if (ob)
311 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
312 309
313 deactivate (); 310 deactivate ();
314} 311}
315 312
316// the need for this function can be explained 313// the need for this function can be explained
317// by load_object not returning the object 314// by load_object not returning the object
318void 315void
319player::set_object (object *op) 316player::set_object (object *op)
320{ 317{
321 ob = op; 318 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
323 320
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
326 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;
327} 332}
328 333
329player::player () 334player::player ()
330{ 335{
331 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 347 petmode = pet_normal;
343 listening = 10; 348 listening = 10;
344 usekeys = containers; 349 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
346 do_los = 1; 351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
347} 355}
348 356
349void 357void
350player::do_destroy () 358player::do_destroy ()
351{ 359{
392 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
393 */ 401 */
394archetype * 402archetype *
395get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
396{ 404{
397 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 406
399 for (;;) 407 for (;;)
400 { 408 {
401 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
402 at = first_archetype; 410 i = archetypes.begin ();
403 else 411 else if (*i == at)
404 at = at->next; 412 cleanup ("not a single player archetype found");
405 413
406 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
407 return at; 415 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 416 }
415} 417}
416 418
417object * 419object *
418get_nearest_player (object *mon) 420get_nearest_player (object *mon)
908 if (*first_map_ext_path) 910 if (*first_map_ext_path)
909 { 911 {
910 object *tmp; 912 object *tmp;
911 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
912 914
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 916 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
937 int x = ob->x, y = ob->y; 939 int x = ob->x, y = ob->y;
938 940
939 ob->remove_statbonus (); 941 ob->remove_statbonus ();
940 ob->remove (); 942 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 943 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 944 ob->arch->copy_to (ob);
943 ob->instantiate (); 945 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 947 ob->name = ob->name_pl = name;
946 ob->x = x; 948 ob->x = x;
947 ob->y = y; 949 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 953 ob->add_statbonus ();
952 } 954 }
953 while (!allowed_class (ob)); 955 while (!allowed_class (ob));
954 956
955 update_object (ob, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1100 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1105 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1108
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1110 }
1109 1111
1110 /* philosophy: 1112 /* philosophy:
1303 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1307 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1309 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1312 {
1311 pick_up (op, tmp); 1313 pick_up (op, tmp);
1312 continue; 1314 continue;
1313 } 1315 }
1314 } 1316 }
1315 1317
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1319 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1321 {
1320 pick_up (op, tmp); 1322 pick_up (op, tmp);
1321 continue; 1323 continue;
1322 } 1324 }
1323 } 1325 }
1348 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1349 { 1351 {
1350 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1351 } 1353 }
1352 else 1354 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1358#endif
1357 continue; 1359 continue;
1358 } 1360 }
1428 else 1430 else
1429 { 1431 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1433 {
1432 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1437 {
1436 tmp = arrow; 1438 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1440 }
1439 } 1441 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1443 {
1442 tmp = arrow; 1444 tmp = arrow;
1535 */ 1537 */
1536int 1538int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1540{
1539 object *left, *bow; 1541 object *left, *bow;
1540 int bowspeed, mflags; 1542 int mflags;
1541 maptile *m; 1543 maptile *m;
1542 1544
1543 if (!dir) 1545 if (!dir)
1544 { 1546 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1548 return 0;
1547 } 1549 }
1548 1550
1549 if (player *pl = op->contr) 1551 if (op->contr)
1550 { 1552 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1553 else
1556 { 1554 {
1557 for (bow = op->inv; bow; bow = bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1580 { 1578 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1580 return 0;
1583 } 1581 }
1584 1582
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1583 if (arrow == NULL)
1595 { 1584 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1586 {
1598 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1640 1629
1641 if (arrow->slaying) 1630 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1643 1632
1644 if (op->type == PLAYER) 1633#if 0
1645 { 1634 if (player *pl = op->contr)
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 } 1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1649 1647
1650 SET_ANIMATION (arrow, arrow->direction); 1648 SET_ANIMATION (arrow, arrow->direction);
1651 1649
1652 /* update the speed */ 1650 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.0; 1652 + bow->stats.dam / 7.f;
1655 1653
1656 arrow->set_speed (max (arrow->speed, 2.0)); 1654 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1658 1656
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660 1658
1661 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1745 } 1743 }
1746 1744
1747 return ret; 1745 return ret;
1748} 1746}
1749 1747
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1753 */ 1750 */
1754void 1751void
1755fire_misc_object (object *op, int dir) 1752fire_misc_object (object *op, int dir)
1806 object *tmp; 1803 object *tmp;
1807 1804
1808 if (item->arch) 1805 if (item->arch)
1809 { 1806 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1812 item->set_speed (0); 1809 item->set_speed (0);
1813 } 1810 }
1814 1811
1815 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1818 }
1822} 1819}
1823 1820
1824/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1825 */ 1822 */
1826void 1823bool
1827fire (object *op, int dir) 1824fire (object *op, int dir)
1828{ 1825{
1829 int spellcost = 0; 1826 int spellcost = 0;
1830 1827
1831 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1832 player *pl = op->contr;
1836 1833
1837 if (pl->golem) 1834 if (pl->golem)
1838 { 1835 {
1839 control_golem (op->contr->golem, dir); 1836 control_golem (op->contr->golem, dir);
1840 return; 1837 return false;
1841 } 1838 }
1842 1839
1843 object *ob = pl->ranged_ob; 1840 object *ob = pl->ranged_ob;
1844 1841
1845 if (!ob) 1842 if (!ob)
1846 return; 1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1847 1852
1848 switch (ob->type) 1853 switch (ob->type)
1849 { 1854 {
1850 case BOW: 1855 case BOW:
1851 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1858 case BUILDER: 1863 case BUILDER:
1859 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
1860 break; 1865 break;
1861 1866
1862 case SKILL: 1867 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1868 do_skill (op, op, ob, dir, 0);
1865 break; 1869 break;
1866 1870
1867 default: 1871 default:
1868 fire_misc_object (op, dir); 1872 fire_misc_object (op, dir);
1869 break; 1873 break;
1870 } 1874 }
1875
1876 return true;
1871} 1877}
1872 1878
1873/* find_key 1879/* find_key
1874 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1875 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1968 * 0 otherwise
1963 */ 1969 */
1964static int 1970static int
1965player_attack_door (object *op, object *door) 1971player_attack_door (object *op, object *door)
1966{ 1972{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1970 */ 1976 */
1971 object *key = find_key (op, op, door); 1977 object *key = find_key (op, op, door);
1972 1978
1973 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1974 if (key) 1980 if (key)
1975 { 1981 {
1976 object *container = key->env; 1982 object *container = key->env;
1977 1983
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2017 */ 2023 */
2018void 2024bool
2019move_player_attack (object *op, int dir) 2025move_player_attack (object *op, int dir)
2020{ 2026{
2021 object *tmp, *mon;
2022 int on_battleground; 2027 int on_battleground;
2023 maptile *m;
2024 2028
2025 sint16 nx = freearr_x[dir] + op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2027 2031
2028 on_battleground = op_on_battleground (op, 0, 0); 2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2029 2042
2030 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 2050 * move_ob uses.
2038 */ 2051 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2052 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2053
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space 2057 * on the space
2058 */ 2058 */
2059 while (tmp) 2059 object *mon;
2060 { 2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2061 {
2062 { 2062 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2063 || mon->type == LOCKED_DOOR
2064 continue; 2064 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2065 && mon != op)
2070 break; 2066 break;
2071 } 2067 }
2072 2068
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2069 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2070 return false; /* into a wall */
2081 2071
2082 if (mon->head)
2083 mon = mon->head; 2072 mon = mon->head_ ();
2084 2073
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2086 if (player_attack_door (op, mon)) 2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2087 return; 2079 return true;
2080 }
2088 2081
2089 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2083 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2087 * and thus will not push them.
2095 */ 2088 */
2096 2089
2097 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2100 */ 2093 */
2101 if ((op->type == PLAYER) 2094 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2095 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2096 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2097 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2099 {
2111 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 2101 if (op->contr->braced)
2113 return; 2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2114 2107
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op); 2109 push_ob (mon, dir, op);
2110
2117 if (op->contr->tmp_invis || op->hide) 2111 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2112 make_visible (op);
2119 2113
2120 return; 2114 return true;
2121 } 2115 }
2116 else
2117 return false;
2118 }
2122 2119
2123 /* in certain circumstances, you shouldn't attack friendly 2120 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2121 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 2122 * someone, but put it inside this loop so that you won't
2126 * attack them either. 2123 * attack them either.
2127 */ 2124 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2125 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2127 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2128 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2139 { 2132 {
2133 --op->speed_left;
2134
2140 if (!op->contr->braced) 2135 if (!op->contr->braced)
2141 { 2136 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2143 push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2144 } 2139 }
2145 else 2140 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2147 2142
2148 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2144 make_visible (op);
2150 }
2151 2145
2146 return true;
2147 }
2148 }
2152 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2154 */ 2151 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2156 { 2155 {
2156 --op->speed_left;
2157
2157 recursive_roll (mon, dir, op); 2158 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2159 if (action_makes_visible (op))
2159 make_visible (op); 2160 make_visible (op);
2160 }
2161 2161
2162 return true;
2163 }
2164 }
2162 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2170 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2173 {
2171 /* If the player hasn't hit something this tick, and does 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 * so, give them speed boost based on weapon speed. Doing
2173 * it here is better than process_players2, which basically
2174 * incurred a 1 tick offset.
2175 */
2176 if (!op->contr->has_hit)
2177 { 2175 {
2178 op->speed_left += op->contr->weapon_sp - op->speed; 2176 --op->contr->weapon_sp_left;
2179
2180 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2181 }
2182 2177
2183 skill_attack (mon, op, 0, 0, 0); 2178 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 2179
2199 if (action_makes_visible (op)) 2180 if (action_makes_visible (op))
2200 make_visible (op); 2181 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2182
2205int 2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2206move_player (object *op, int dir) 2191move_player (object *op, int dir)
2207{ 2192{
2208 int pick; 2193 int pick;
2209 2194
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2209 op->facing = dir;
2225 2210
2226 if (op->hide) 2211 if (op->hide)
2227 do_hidden_move (op); 2212 do_hidden_move (op);
2228 2213
2214 bool retval;
2215
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2217 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2218 else if (op->contr->fire_on)
2232 fire (op, dir); 2219 retval = fire (op, dir);
2233 else 2220 else
2234 { 2221 {
2235 move_player_attack (op, dir); 2222 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2223 pick = check_pick (op);
2237 } 2224 }
2238 2225
2239 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2227 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2236 * for players.
2250 */ 2237 */
2251 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2252 return 0; 2239
2240 return retval;
2253} 2241}
2254 2242
2255/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2244 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2246 * the new speed values for commands.
2259 * 2247 *
2260 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2261 */ 2251 */
2262int 2252bool
2263handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2264{ 2254{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2256 {
2267 flee_player (op); 2257 if (op->speed_left > 0.f)
2268 /* If player is still scared, that is his action for this tick */
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 { 2258 {
2271 op->speed_left--; 2259 --op->speed_left;
2260 flee_player (op);
2261
2272 return 0; 2262 return true;
2273 } 2263 }
2264 else
2265 return false;
2274 } 2266 }
2275 2267
2276 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2277 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2278 * called, so we recheck it here. 2270 * called, so we recheck it here.
2279 */ 2271 */
2280 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2281 return 1; 2273 return true;
2282 2274
2283 if (op->speed_left > 0)
2284 {
2285 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2286 {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player (op, op->direction); 2276 return move_player (op, op->direction);
2295 2277
2296 return op->speed_left > 0;
2297 }
2298 }
2299
2300 return 0; 2278 return false;
2301} 2279}
2302 2280
2303int 2281int
2304save_life (object *op) 2282save_life (object *op)
2305{ 2283{
2571 } 2549 }
2572 2550
2573 /* Digestion */ 2551 /* Digestion */
2574 if (--op->last_eat < 0) 2552 if (--op->last_eat < 0)
2575 { 2553 {
2576#ifdef COZY_SERVER
2577 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2578 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2579#else
2580 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2581#endif
2582 2555
2583 if (op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2584 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2585 else 2558 else
2586 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2931 object *force; 2904 object *force;
2932 int at; 2905 int at;
2933 2906
2934 force = get_archetype (FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2935 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2936 force->speed = 0.1; 2909 force->speed = 0.1f;
2937 force->speed_left = -5.0; 2910 force->speed_left = -5.f;
2938 SET_FLAG (force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2939 for (at = 0; at < NROFATTACKS; at++) 2912 for (at = 0; at < NROFATTACKS; at++)
2940 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2941 force->resist[at] = 100; 2914 force->resist[at] = 100;
2942 2915
3063} 3036}
3064 3037
3065int 3038int
3066is_true_undead (object *op) 3039is_true_undead (object *op)
3067{ 3040{
3068 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3069 return 1; 3042 return 1;
3070 3043
3071 return 0; 3044 return 0;
3072} 3045}
3073 3046
3117/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3118 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3119 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3120 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3121 */ 3094 */
3122
3123void 3095void
3124do_hidden_move (object *op) 3096do_hidden_move (object *op)
3125{ 3097{
3126 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3127 object *skop; 3099 object *skop;
3244 * a blocked los square. 3216 * a blocked los square.
3245 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3246 */ 3218 */
3247 while (op) 3219 while (op)
3248 { 3220 {
3249 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3250 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3251 3223
3252 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3253 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3254 * for any meaningful values. 3226 * for any meaningful values.
3255 */ 3227 */
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3353 return;
3382 } 3354 }
3383 3355
3384 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3357 item = tr->item;
3386 3358
3387 if (item->type == SPELL) 3359 if (item->type == SPELL)
3388 { 3360 {
3389 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3390 return; 3362 return;
3450 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3451 object *skin; 3423 object *skin;
3452 3424
3453 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3454 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3455 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3456 ; 3428 ;
3457 3429
3458 if (!skin) 3430 if (!skin)
3459 return; 3431 return;
3460 3432

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