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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.164 by root, Thu Aug 23 17:56:25 2007 UTC

284} 284}
285 285
286void 286void
287player::disconnect () 287player::disconnect ()
288{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
289 if (ns) 295 if (ns)
290 { 296 {
291 if (active) 297 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293 299
295 301
296 ns->reset_stats (); 302 ns->reset_stats ();
297 ns->pl = 0; 303 ns->pl = 0;
298 ns = 0; 304 ns = 0;
299 } 305 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303 306
304 observe = ob; 307 observe = ob;
305 308
306 deactivate (); 309 deactivate ();
307} 310}
422 unsigned lastdist; 425 unsigned lastdist;
423 rv_vector rv; 426 rv_vector rv;
424 427
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 429 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 431 continue;
456 432
457 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
458 { 434 {
1185 pick_up (op, tmp); 1161 pick_up (op, tmp);
1186 continue; 1162 continue;
1187 } 1163 }
1188 1164
1189 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1167 {
1192 pick_up (op, tmp); 1168 pick_up (op, tmp);
1193 continue; 1169 continue;
1194 } 1170 }
1195 1171
1680 1656
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1660
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1687 1663
1688 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1665 move_arrow (arrow);
1690 1666
1768 1744
1769 if (item->type == WAND) 1745 if (item->type == WAND)
1770 { 1746 {
1771 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1772 { 1748 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1774 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));
1775 1751
1776 return; 1752 return;
1777 } 1753 }
1778 } 1754 }
1779 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1780 { 1756 {
1781 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))
1782 { 1758 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1784 1760
1785 if (item->type == ROD) 1761 if (item->type == ROD)
1786 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));
1787 else 1763 else
1788 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));
1977 /* If we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1978 if (key) 1954 if (key)
1979 { 1955 {
1980 object *container = key->env; 1956 object *container = key->env;
1981 1957
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1985 make_visible (op); 1959 make_visible (op);
1986 1960
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
2101 2075
2102 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2103 { 2077 {
2104 --op->speed_left; 2078 --op->speed_left;
2105 2079
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2080 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2108 2082
2109 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2084 make_visible (op);
2111 2085
2130 { 2104 {
2131 --op->speed_left; 2105 --op->speed_left;
2132 2106
2133 if (!op->contr->braced) 2107 if (!op->contr->braced)
2134 { 2108 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2137 } 2111 }
2138 else 2112 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2140 2114
2283 return 0; 2257 return 0;
2284 2258
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2261 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2289 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));
2290 2264
2291 if (op->contr) 2265 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2293 2267
2313/* 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
2314 * 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
2315 * 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
2316 * from. 2290 * from.
2317 */ 2291 */
2318void 2292static void
2319remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2320{ 2294{
2321 while (op) 2295 while (op)
2322 { 2296 {
2323 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' */
2324 2298
2328 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2329 2303
2330 op->insert_at (env); 2304 op->insert_at (env);
2331 } 2305 }
2332 else if (op->inv) 2306 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2334 2308
2335 op = next; 2309 op = next;
2336 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2337} 2318}
2338 2319
2339/* 2320/*
2340 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2418 else
2438 { 2419 {
2439 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2422 }
2484 2423
2485 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2486 /* 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. */
2487 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2508 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);
2509 } 2448 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2511 } 2450 }
2512 2451
2452 if (op->stats.food > 0)
2453 {
2513 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2456 {
2518 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2458
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2521 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2522 op->stats.food--; 2466 op->stats.food--;
2467
2523 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2525 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))
2526 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2527 } 2473 }
2528 }
2529 2474
2530 if (max_hp > 1) 2475 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2476 {
2535 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
2536 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);
2537 } 2495 }
2538 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)
2539 { 2504 {
2540 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 }
2541 } 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);
2542 } 2530 }
2543 else 2531 else
2544 {
2545 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);
2546 } 2533 }
2547 } 2534 }
2548 2535
2549 /* Digestion */ 2536 /* Digestion */
2550 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2551 { 2538 {
2552 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);
2553 2541
2554 if (op->contr->gen_hp > 0)
2555 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);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2543
2559 /* dms do not consume food */ 2544 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2546 op->stats.food--;
2562 } 2547 }
2589 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.");
2590 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2591 } 2576 }
2592 } 2577 }
2593 2578
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2595 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2596 2584
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2586 kill_player (op);
2599 } 2587 }
2600} 2588}
2622 archetype *at; 2610 archetype *at;
2623 object *tmp; 2611 object *tmp;
2624 2612
2625 if (save_life (op)) 2613 if (save_life (op))
2626 return; 2614 return;
2627
2628 2615
2629 /* 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
2630 * 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.
2631 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2619 */
2685 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2686 } 2673 }
2687 else 2674 else
2688 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2689 2676
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2691 2678
2692 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2693 x = op->x; 2680 x = op->x;
2694 y = op->y; 2681 y = op->y;
2695 map = op->map; 2682 map = op->map;
2872 2859
2873 /* 2860 /*
2874 * 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
2875 * and put them back in the map. 2862 * and put them back in the map.
2876 */ 2863 */
2877 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2878 2865
2879 /****************************************/ 2866 /****************************************/
2880 /* */ 2867 /* */
2881 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3022void 3009void
3023make_visible (object *op) 3010make_visible (object *op)
3024{ 3011{
3025 op->hide = 0; 3012 op->hide = 0;
3026 op->invisible = 0; 3013 op->invisible = 0;
3014
3027 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3028 { 3016 {
3029 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3031 } 3019 }
3044 3032
3045/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3035 * indicate greater hideability.
3048 */ 3036 */
3049
3050int 3037int
3051hideability (object *ob) 3038hideability (object *ob)
3052{ 3039{
3053 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3054 sint16 x, y; 3041 sint16 x, y;
3179 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3180 * 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
3181 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3187 * 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.
3188 * -b.t. 3175 * -b.t.
3189 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3190 */ 3177 */
3191
3192int 3178int
3193player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3194{ 3180{
3195 rv_vector rv; 3181 rv_vector rv;
3196 int dx, dy; 3182 int dx, dy;
3208 3194
3209 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3210 3196
3211 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3198 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3214 * a blocked los square. 3200 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3216 */ 3202 */
3217 while (op) 3203 while (op)
3218 { 3204 {
3221 3207
3222 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3223 * 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
3224 * for any meaningful values. 3210 * for any meaningful values.
3225 */ 3211 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !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)])
3229 return 1; 3215 return 1;
3216
3230 op = op->more; 3217 op = op->more;
3231 } 3218 }
3219
3232 return 0; 3220 return 0;
3233} 3221}
3234 3222
3235/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3227 * return 0.
3240 */ 3228 */
3241int 3229int
3242action_makes_visible (object *op) 3230action_makes_visible (object *op)
3243{ 3231{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3233 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3235 return 0;
3249 3236
3255 { 3242 {
3256 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");
3257 return 1; 3244 return 1;
3258 } 3245 }
3259 } 3246 }
3247
3260 return 0; 3248 return 0;
3261} 3249}
3262 3250
3263/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3269 * 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
3270 */ 3258 */
3271int 3259int
3272op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3273{ 3261{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3277 * 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),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3269 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3271 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 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))
3288 { 3276 {
3289 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3290 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))
3291 { 3279 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3281 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3283 {
3298 if (x != NULL && y != NULL) 3284 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3300 return 1; 3287 return 1;
3301 } 3288 }
3302 } 3289 }
3303 } 3290 }
3291
3304 if (x != NULL && y != NULL) 3292 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3306 return 1; 3295 return 1;
3307 } 3296 }
3308 } 3297 }
3309 } 3298 }
3299
3310 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3311 return 0; 3301 return 0;
3312} 3302}
3313 3303
3314/* 3304/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3321 int i = 0, j = 0;
3332 3322
3333 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3332
3343 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3344 return; 3334 return;
3345 3335
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

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