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Comparing deliantra/server/server/player.C (file contents):
Revision 1.131 by root, Sat May 12 20:33:23 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
221 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
222 207
223 ns->update_look = 0; 208 ns->update_look = 0;
224 ns->look_position = 0; 209 ns->look_position = 0;
225 210
226 clear_los (ob); 211 clear_los (this);
227 212
228 ns->reset_stats (); 213 ns->reset_stats ();
229 214
230 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
233 218
234 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 220 link_player_skills (ob);
236 221
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 223
239 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
240 225
241 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
243 { 228 {
244 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
245 230
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 234 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 236 skin = tmp;
255 237
256 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
257 } 239 }
258 240
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 242
261 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
262 248
263 for (object *op = ob->inv; op; op = op->below) 249 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 250 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 251 switch (op->type)
266 { 252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
267 case WAND: 257 case WAND:
268 case ROD: 258 case ROD:
269 case HORN: 259 case HORN:
270 case BOW: 260 case BOW:
271 case SKILL: 261 ranged_ob = op;
272 case SKILL_TOOL: 262 break;
263
273 case WEAPON: 264 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 265 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 266 break;
277 } 267 }
278 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
279 ob->update_stats (); 270 ob->update_stats ();
271
280 ns->floorbox_update (); 272 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
284 275
285 activate (); 276 activate ();
286 277
307 ns = 0; 298 ns = 0;
308 } 299 }
309 300
310 if (ob) 301 if (ob)
311 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
312 305
313 deactivate (); 306 deactivate ();
314} 307}
315 308
316// the need for this function can be explained 309// the need for this function can be explained
317// by load_object not returning the object 310// by load_object not returning the object
318void 311void
319player::set_object (object *op) 312player::set_object (object *op)
320{ 313{
321 ob = op; 314 ob = observe = op;
322 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
323 316
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
326 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
327} 328}
328 329
329player::player () 330player::player ()
330{ 331{
331 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 343 petmode = pet_normal;
343 listening = 10; 344 listening = 10;
344 usekeys = containers; 345 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
346 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
347} 351}
348 352
349void 353void
350player::do_destroy () 354player::do_destroy ()
351{ 355{
356 if (ob) 360 if (ob)
357 { 361 {
358 ob->destroy_inv (false); 362 ob->destroy_inv (false);
359 ob->destroy (); 363 ob->destroy ();
360 } 364 }
365
366 ob = observe = 0;
361} 367}
362 368
363player::~player () 369player::~player ()
364{ 370{
365 /* Clear item stack */ 371 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
393 */ 399 */
394archetype * 400archetype *
395get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
396{ 402{
397 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 404
399 for (;;) 405 for (;;)
400 { 406 {
401 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
402 at = first_archetype; 408 i = archetypes.begin ();
403 else 409 else if (*i == at)
404 at = at->next; 410 cleanup ("not a single player archetype found");
405 411
406 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
407 return at; 413 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 414 }
415} 415}
416 416
417object * 417object *
418get_nearest_player (object *mon) 418get_nearest_player (object *mon)
908 if (*first_map_ext_path) 908 if (*first_map_ext_path)
909 { 909 {
910 object *tmp; 910 object *tmp;
911 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
912 912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
937 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
938 938
939 ob->remove_statbonus (); 939 ob->remove_statbonus ();
940 ob->remove (); 940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
943 ob->instantiate (); 943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
946 ob->x = x; 946 ob->x = x;
947 ob->y = y; 947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 951 ob->add_statbonus ();
952 } 952 }
953 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
954 954
955 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1100 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 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)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1108 }
1109 1109
1110 /* philosophy: 1110 /* philosophy:
1303 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1310 {
1311 pick_up (op, tmp); 1311 pick_up (op, tmp);
1312 continue; 1312 continue;
1313 } 1313 }
1314 } 1314 }
1315 1315
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1319 {
1320 pick_up (op, tmp); 1320 pick_up (op, tmp);
1321 continue; 1321 continue;
1322 } 1322 }
1323 } 1323 }
1348 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1349 { 1349 {
1350 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1351 } 1351 }
1352 else 1352 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1356#endif
1357 continue; 1357 continue;
1358 } 1358 }
1428 else 1428 else
1429 { 1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1431 {
1432 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1435 {
1436 tmp = arrow; 1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1438 }
1439 } 1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1441 {
1442 tmp = arrow; 1442 tmp = arrow;
1535 */ 1535 */
1536int 1536int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1538{
1539 object *left, *bow; 1539 object *left, *bow;
1540 int bowspeed, mflags; 1540 int mflags;
1541 maptile *m; 1541 maptile *m;
1542 1542
1543 if (!dir) 1543 if (!dir)
1544 { 1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1546 return 0;
1547 } 1547 }
1548 1548
1549 if (player *pl = op->contr) 1549 if (op->contr)
1550 { 1550 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1551 else
1556 { 1552 {
1557 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* 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. 1555 * don't need to switch back and forth between bows and weapons.
1580 { 1576 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1578 return 0;
1583 } 1579 }
1584 1580
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) 1581 if (arrow == NULL)
1595 { 1582 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1584 {
1598 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1639 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1640 1627
1641 if (arrow->slaying) 1628 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1643 1630
1631#if 0
1644 if (player *pl = op->contr) 1632 if (player *pl = op->contr)
1645 { 1633 {
1646 if (!pl->has_hit) 1634 float speed = pl->weapon_sp;
1647 { 1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1648 op->speed_left -= op->speed; 1642 op->speed_left += speed - op->speed;
1649 pl->has_hit = 1;
1650 }
1651
1652 op->speed_left += 0.01f - abs (op->speed) * 100.f / bowspeed;
1653 op->update_stats ();
1654 } 1643 }
1644#endif
1655 1645
1656 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1657 1647
1658 /* update the speed */ 1648 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1660 + bow->stats.dam / 7.0; 1650 + bow->stats.dam / 7.f;
1661 1651
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1652 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1664 1654
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666 1656
1667 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1751 } 1741 }
1752 1742
1753 return ret; 1743 return ret;
1754} 1744}
1755 1745
1756
1757/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1759 */ 1748 */
1760void 1749void
1761fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1812 object *tmp; 1801 object *tmp;
1813 1802
1814 if (item->arch) 1803 if (item->arch)
1815 { 1804 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1818 item->set_speed (0); 1807 item->set_speed (0);
1819 } 1808 }
1820 1809
1821 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1816 }
1828} 1817}
1829 1818
1830/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1831 */ 1820 */
1832void 1821bool
1833fire (object *op, int dir) 1822fire (object *op, int dir)
1834{ 1823{
1835 int spellcost = 0; 1824 int spellcost = 0;
1836 1825
1837 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1830 player *pl = op->contr;
1842 1831
1843 if (pl->golem) 1832 if (pl->golem)
1844 { 1833 {
1845 control_golem (op->contr->golem, dir); 1834 control_golem (op->contr->golem, dir);
1846 return; 1835 return false;
1847 } 1836 }
1848 1837
1849 object *ob = pl->ranged_ob; 1838 object *ob = pl->ranged_ob;
1850 1839
1851 if (!ob) 1840 if (!ob)
1852 return; 1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1853 1850
1854 switch (ob->type) 1851 switch (ob->type)
1855 { 1852 {
1856 case BOW: 1853 case BOW:
1857 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1864 case BUILDER: 1861 case BUILDER:
1865 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1866 break; 1863 break;
1867 1864
1868 case SKILL: 1865 case SKILL:
1869 case SKILL_TOOL:
1870 do_skill (op, op, ob, dir, 0); 1866 do_skill (op, op, ob, dir, 0);
1871 break; 1867 break;
1872 1868
1873 default: 1869 default:
1874 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1875 break; 1871 break;
1876 } 1872 }
1873
1874 return true;
1877} 1875}
1878 1876
1879/* find_key 1877/* find_key
1880 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1968 * 0 otherwise 1966 * 0 otherwise
1969 */ 1967 */
1970static int 1968static int
1971player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1972{ 1970{
1973 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1974 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1975 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1976 */ 1974 */
1977 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1978 1976
1979 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1980 if (key) 1978 if (key)
1981 { 1979 {
1982 object *container = key->env; 1980 object *container = key->env;
1983 1981
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2019 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2020 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2021 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2022 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2023 */ 2021 */
2024void 2022bool
2025move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2026{ 2024{
2027 object *tmp, *mon;
2028 int on_battleground; 2025 int on_battleground;
2029 maptile *m;
2030 2026
2031 sint16 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2033 2029
2034 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2035 2040
2036 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2037 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2038 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2039 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2040 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2041 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2042 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2043 * move_ob uses. 2048 * move_ob uses.
2044 */ 2049 */
2045 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2046 {
2047 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 {
2049 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2050 if (!m)
2051 return; /* Don't think this should happen */
2052 }
2053 else
2054 m = op->map;
2055 2051
2056 if (!(tmp = m->at (nx, ny).bot))
2057 return;
2058
2059 mon = 0;
2060 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2061 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2062 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2063 * on the space 2055 * on the space
2064 */ 2056 */
2065 while (tmp) 2057 object *mon;
2066 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2067 if (tmp == op) 2059 {
2068 { 2060 if ((mon->flag [FLAG_ALIVE]
2069 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2070 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2071 }
2072
2073 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2074 {
2075 mon = tmp; 2063 && mon != op)
2076 break; 2064 break;
2077 } 2065 }
2078 2066
2079 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2080 mon = tmp;
2081
2082 tmp = tmp->above;
2083 }
2084
2085 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2086 return; /* into a wall */ 2068 return false; /* into a wall */
2087 2069
2088 if (mon->head)
2089 mon = mon->head; 2070 mon = mon->head_ ();
2090 2071
2091 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2092 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2093 return; 2077 return true;
2078 }
2094 2079
2095 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2096 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2097 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2098 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2099 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2100 * and thus will not push them. 2085 * and thus will not push them.
2101 */ 2086 */
2102 2087
2103 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2104 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2105 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2106 */ 2091 */
2107 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2108#if COZY_SERVER
2109 &&
2110 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2112#else
2113 && mon->owner == op 2095 || mon->owner == op)
2114#endif
2115 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2116 { 2097 {
2117 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2118 if (op->contr->braced) 2099 if (op->contr->braced)
2119 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2120 2105
2121 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2122 push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2123 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2124 make_visible (op); 2110 make_visible (op);
2125 2111
2126 return; 2112 return true;
2127 } 2113 }
2114 else
2115 return false;
2116 }
2128 2117
2129 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2130 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2131 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2132 * attack them either. 2121 * attack them either.
2133 */ 2122 */
2134 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2135 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2136#ifdef PROHIBIT_PLAYERKILL
2137 (op->contr->peaceful 2125 && ((op->contr->peaceful
2138 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2139 && mon->contr->
2140 peaceful)) &&
2141#else
2142 op->contr->peaceful &&
2143#endif
2144 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2145 { 2130 {
2131 --op->speed_left;
2132
2146 if (!op->contr->braced) 2133 if (!op->contr->braced)
2147 { 2134 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2150 } 2137 }
2151 else 2138 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2153 2140
2154 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2142 make_visible (op);
2156 }
2157 2143
2144 return true;
2145 }
2146 }
2158 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2149 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2162 { 2153 {
2154 --op->speed_left;
2155
2163 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2165 make_visible (op); 2158 make_visible (op);
2166 }
2167 2159
2160 return true;
2161 }
2162 }
2168 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2168 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2171 {
2177 /* If the player hasn't hit something this tick, and does 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2173 {
2184 op->speed_left += op->contr->weapon_sp - op->speed; 2174 --op->contr->weapon_sp_left;
2185 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2186 }
2187 2175
2188 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2189
2190 /* If attacking another player, that player gets automatic
2191 * hitback, and doesn't loose luck either.
2192 * Disable hitback on the battleground or if the target is
2193 * the wiz.
2194 */
2195 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2196 {
2197 short luck = mon->stats.luck;
2198
2199 mon->contr->has_hit = 1;
2200 skill_attack (op, mon, 0, 0, 0);
2201 mon->stats.luck = luck;
2202 }
2203 2177
2204 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2205 make_visible (op); 2179 make_visible (op);
2206 }
2207 } /* if player should attack something */
2208}
2209 2180
2210int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2211move_player (object *op, int dir) 2189move_player (object *op, int dir)
2212{ 2190{
2213 int pick; 2191 int pick;
2214 2192
2215 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2229 op->facing = dir; 2207 op->facing = dir;
2230 2208
2231 if (op->hide) 2209 if (op->hide)
2232 do_hidden_move (op); 2210 do_hidden_move (op);
2233 2211
2212 bool retval;
2213
2234 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2235 /*nop */ ; 2215 retval = RESULT_INT (0);
2236 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2237 fire (op, dir); 2217 retval = fire (op, dir);
2238 else 2218 else
2239 { 2219 {
2240 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2241 pick = check_pick (op); 2221 pick = check_pick (op);
2242 } 2222 }
2243 2223
2244 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2245 * server can handle repeat firing. 2225 * server can handle repeat firing.
2252 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2253 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2254 * for players. 2234 * for players.
2255 */ 2235 */
2256 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2257 return 0; 2237
2238 return retval;
2258} 2239}
2259 2240
2260/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2261 * new client/server stuff. 2242 * new client/server stuff.
2262 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2263 * the new speed values for commands. 2244 * the new speed values for commands.
2264 * 2245 *
2265 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2266 */ 2249 */
2267int 2250bool
2268handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2269{ 2252{
2270 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2254 {
2272 flee_player (op); 2255 if (op->speed_left > 0.f)
2273 /* If player is still scared, that is his action for this tick */
2274 if (QUERY_FLAG (op, FLAG_SCARED))
2275 { 2256 {
2276 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2277 return 0; 2260 return true;
2278 } 2261 }
2262 else
2263 return false;
2279 } 2264 }
2280 2265
2281 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2282 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2283 * called, so we recheck it here. 2268 * called, so we recheck it here.
2284 */ 2269 */
2285 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2286 return 1; 2271 return true;
2287 2272
2288 if (op->speed_left > 0)
2289 {
2290 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 {
2292 /* All move commands take 1 tick, at least for now */
2293 op->speed_left--;
2294
2295 /* Instead of all the stuff below, let move_player take care
2296 * of it. Also, some of the skill stuff is only put in
2297 * there, as well as the confusion stuff.
2298 */
2299 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2300 2275
2301 return op->speed_left > 0;
2302 }
2303 }
2304
2305 return 0; 2276 return false;
2306} 2277}
2307 2278
2308int 2279int
2309save_life (object *op) 2280save_life (object *op)
2310{ 2281{
2576 } 2547 }
2577 2548
2578 /* Digestion */ 2549 /* Digestion */
2579 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2580 { 2551 {
2581#ifdef COZY_SERVER
2582 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2583 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2584#else
2585 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2586#endif
2587 2553
2588 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2589 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2590 else 2556 else
2591 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2936 object *force; 2902 object *force;
2937 int at; 2903 int at;
2938 2904
2939 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2940 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2941 force->speed = 0.1; 2907 force->speed = 0.1f;
2942 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2943 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2944 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2945 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2946 force->resist[at] = 100; 2912 force->resist[at] = 100;
2947 2913
3068} 3034}
3069 3035
3070int 3036int
3071is_true_undead (object *op) 3037is_true_undead (object *op)
3072{ 3038{
3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3074 return 1; 3040 return 1;
3075 3041
3076 return 0; 3042 return 0;
3077} 3043}
3078 3044
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3092 */
3127
3128void 3093void
3129do_hidden_move (object *op) 3094do_hidden_move (object *op)
3130{ 3095{
3131 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3097 object *skop;
3249 * a blocked los square. 3214 * a blocked los square.
3250 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3251 */ 3216 */
3252 while (op) 3217 while (op)
3253 { 3218 {
3254 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3255 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3256 3221
3257 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3258 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3259 * for any meaningful values. 3224 * for any meaningful values.
3260 */ 3225 */
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3351 return;
3387 } 3352 }
3388 3353
3389 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3355 item = tr->item;
3391 3356
3392 if (item->type == SPELL) 3357 if (item->type == SPELL)
3393 { 3358 {
3394 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3395 return; 3360 return;
3454 { 3419 {
3455 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3456 object *skin; 3421 object *skin;
3457 3422
3458 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3459 shstr_cmp dragon_skin_force ("dragon_skin_force");
3460 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3461 ; 3425 ;
3462 3426
3463 if (!skin) 3427 if (!skin)
3464 return; 3428 return;
3465 3429

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