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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.162 by root, Thu Aug 23 17:13:04 2007 UTC

226 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
228 { 228 {
229 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
230 230
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 234 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 236 skin = tmp;
240 237
241 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
242 } 239 }
243 240
287} 284}
288 285
289void 286void
290player::disconnect () 287player::disconnect ()
291{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
292 if (ns) 295 if (ns)
293 { 296 {
294 if (active) 297 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 299
298 301
299 ns->reset_stats (); 302 ns->reset_stats ();
300 ns->pl = 0; 303 ns->pl = 0;
301 ns = 0; 304 ns = 0;
302 } 305 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306 306
307 observe = ob; 307 observe = ob;
308 308
309 deactivate (); 309 deactivate ();
310} 310}
425 unsigned lastdist; 425 unsigned lastdist;
426 rv_vector rv; 426 rv_vector rv;
427 427
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 429 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 431 continue;
459 432
460 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
461 { 434 {
1188 pick_up (op, tmp); 1161 pick_up (op, tmp);
1189 continue; 1162 continue;
1190 } 1163 }
1191 1164
1192 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1167 {
1195 pick_up (op, tmp); 1168 pick_up (op, tmp);
1196 continue; 1169 continue;
1197 } 1170 }
1198 1171
1683 1656
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1660
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1690 1663
1691 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1665 move_arrow (arrow);
1693 1666
1771 1744
1772 if (item->type == WAND) 1745 if (item->type == WAND)
1773 { 1746 {
1774 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1775 { 1748 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1751
1779 return; 1752 return;
1780 } 1753 }
1781 } 1754 }
1782 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1783 { 1756 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785 { 1758 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1787 1760
1788 if (item->type == ROD) 1761 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1763 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1980 /* If we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1981 if (key) 1954 if (key)
1982 { 1955 {
1983 object *container = key->env; 1956 object *container = key->env;
1984 1957
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1988 make_visible (op); 1959 make_visible (op);
1989 1960
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
2104 2075
2105 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2106 { 2077 {
2107 --op->speed_left; 2078 --op->speed_left;
2108 2079
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2080 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2111 2082
2112 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2084 make_visible (op);
2114 2085
2133 { 2104 {
2134 --op->speed_left; 2105 --op->speed_left;
2135 2106
2136 if (!op->contr->braced) 2107 if (!op->contr->braced)
2137 { 2108 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2140 } 2111 }
2141 else 2112 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2143 2114
2286 return 0; 2257 return 0;
2287 2258
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2261 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293 2264
2294 if (op->contr) 2265 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2296 2267
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2319 * from. 2290 * from.
2320 */ 2291 */
2321void 2292static void
2322remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2323{ 2294{
2324 while (op) 2295 while (op)
2325 { 2296 {
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 2298
2331 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2332 2303
2333 op->insert_at (env); 2304 op->insert_at (env);
2334 } 2305 }
2335 else if (op->inv) 2306 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2337 2308
2338 op = next; 2309 op = next;
2339 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2340} 2318}
2341 2319
2342/* 2320/*
2343 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2418 else
2441 { 2419 {
2442 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2422 }
2487 2423
2488 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2448 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2514 } 2450 }
2515 2451
2452 if (op->stats.food > 0)
2453 {
2516 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2456 {
2521 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2458
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2524 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2525 op->stats.food--; 2466 op->stats.food--;
2467
2526 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2530 } 2473 }
2531 }
2532 2474
2533 if (max_hp > 1) 2475 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2476 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2539 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2495 }
2541 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2542 { 2504 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2544 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2530 }
2546 else 2531 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 } 2533 }
2550 } 2534 }
2551 2535
2552 /* Digestion */ 2536 /* Digestion */
2553 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2554 { 2538 {
2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2539 int bonus = max (0, op->contr->digestion),
2540 penalty = max (0, -op->contr->digestion);
2556 2541
2557 if (op->contr->gen_hp > 0)
2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2543
2562 /* dms do not consume food */ 2544 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2546 op->stats.food--;
2565 } 2547 }
2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2593 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2594 } 2576 }
2595 } 2577 }
2596 2578
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2598 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2599 2584
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2586 kill_player (op);
2602 } 2587 }
2603} 2588}
2625 archetype *at; 2610 archetype *at;
2626 object *tmp; 2611 object *tmp;
2627 2612
2628 if (save_life (op)) 2613 if (save_life (op))
2629 return; 2614 return;
2630
2631 2615
2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2633 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2634 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2619 */
2688 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2689 } 2673 }
2690 else 2674 else
2691 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2692 2676
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2694 2678
2695 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2696 x = op->x; 2680 x = op->x;
2697 y = op->y; 2681 y = op->y;
2698 map = op->map; 2682 map = op->map;
2875 2859
2876 /* 2860 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2862 * and put them back in the map.
2879 */ 2863 */
2880 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2881 2865
2882 /****************************************/ 2866 /****************************************/
2883 /* */ 2867 /* */
2884 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3182 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3190 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 3175 * -b.t.
3192 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3193 */ 3177 */
3194
3195int 3178int
3196player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3197{ 3180{
3198 rv_vector rv; 3181 rv_vector rv;
3199 int dx, dy; 3182 int dx, dy;
3211 3194
3212 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3213 3196
3214 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3198 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3217 * a blocked los square. 3200 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3219 */ 3202 */
3220 while (op) 3203 while (op)
3221 { 3204 {
3224 3207
3225 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3226 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values. 3210 * for any meaningful values.
3228 */ 3211 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1; 3215 return 1;
3216
3233 op = op->more; 3217 op = op->more;
3234 } 3218 }
3219
3235 return 0; 3220 return 0;
3236} 3221}
3237 3222
3238/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3242 * return 0. 3227 * return 0.
3243 */ 3228 */
3244int 3229int
3245action_makes_visible (object *op) 3230action_makes_visible (object *op)
3246{ 3231{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 { 3233 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3251 return 0; 3235 return 0;
3252 3236
3258 { 3242 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3260 return 1; 3244 return 1;
3261 } 3245 }
3262 } 3246 }
3247
3263 return 0; 3248 return 0;
3264} 3249}
3265 3250
3266/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3258 */
3274int 3259int
3275op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3276{ 3261{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3269 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3271 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3276 {
3292 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 { 3279 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 { 3281 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3283 {
3301 if (x != NULL && y != NULL) 3284 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3303 return 1; 3287 return 1;
3304 } 3288 }
3305 } 3289 }
3306 } 3290 }
3291
3307 if (x != NULL && y != NULL) 3292 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3309 return 1; 3295 return 1;
3310 } 3296 }
3311 } 3297 }
3312 } 3298 }
3299
3313 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3314 return 0; 3301 return 0;
3315} 3302}
3316 3303
3317/* 3304/*
3422 { 3409 {
3423 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3411 object *skin;
3425 3412
3426 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3415 ;
3430 3416
3431 if (!skin) 3417 if (!skin)
3432 return; 3418 return;
3433 3419

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