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Comparing deliantra/server/server/player.C (file contents):
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC vs.
Revision 1.300 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
126 126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128 128
129 esrv_new_player (this); 129 esrv_new_player (this);
130 130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
141 135
142 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
143 activate (); 142 activate ();
144 143
145 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
147} 146}
182player::set_object (object *op) 181player::set_object (object *op)
183{ 182{
184 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
186 185
187 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
189 188
190 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
191} 190}
192 191
234 disconnect (); 233 disconnect ();
235 234
236 attachable::do_destroy (); 235 attachable::do_destroy ();
237 236
238 if (ob) 237 if (ob)
238 {
239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
239 ob->destroy (); 242 ob->destroy ();
243 }
240 244
241 ob = observe = viewpoint = 0; 245 ob = observe = viewpoint = 0;
242} 246}
243 247
244player::~player () 248player::~player ()
328#endif 332#endif
329 return op; 333 return op;
330} 334}
331 335
332/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
333 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
334 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
335 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
336 * the deviation is 340 * the deviation is
337 */ 341 */
338#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
374 */ 378 */
375int 379int
376path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 381{
378 rv_vector rv; 382 rv_vector rv;
379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
380 384
381 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
382 386
383 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
384 return 0; 388 return 0;
417 } 421 }
418 else 422 else
419 { 423 {
420 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
421 * either the left or right. 425 * either the left or right.
422 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
423 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
424 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
425 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
426 * stepping back and forth 430 * stepping back and forth
427 */ 431 */
512 for (object *next, *op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
513 { 517 {
514 next = op->below; 518 next = op->below;
515 519
516 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
517 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
518 */ 522 */
519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
520 op->set_flag (FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
521 525
522 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
523 * by this player due to race restrictions 527 * by this player due to race restrictions
524 */ 528 */
525 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
526 { 530 {
527 if ((!pl->flag [FLAG_USE_ARMOUR] 531 if ((!pl->flag [FLAG_USE_ARMOUR]
528 && 532 &&
537 } 541 }
538 } 542 }
539 543
540 /* Here we remove duplicated skills (as duplicated spell objects have 544 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be 545 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex 546 * generated by multiple treasurelists specifying the same skills.
543 */ 547 */
544 if (op->type == SKILL) 548 if (op->type == SKILL)
545 { 549 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
548 { 552 {
549 op->destroy (); 553 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break; 554 break;
553 } 555 }
554 556
555 if (op->nrof > 1) 557 if (op->nrof > 1)
556 op->nrof = 1; 558 op->nrof = 1;
609roll_stat () 611roll_stat ()
610{ 612{
611 int a[4], i, j, k; 613 int a[4], i, j, k;
612 614
613 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
614 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
615 617
616 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
617 if (a[i] < k) 619 if (a[i] < k)
618 k = a[i], j = i; 620 k = a[i], j = i;
619 621
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl) 719 if (tl)
718 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
719 721
720 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
721 INVOKE_PLAYER (LOGIN, ob->contr);
722 723
723 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
724 725
725 if (ob->msg) 726 if (ob->msg)
726 ob->msg = 0; 727 ob->msg = 0;
736 */ 737 */
737 if (*first_map_ext_path) 738 if (*first_map_ext_path)
738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
739 else 740 else
740 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
741} 761}
742 762
743void 763void
744player::chargen_race_next () 764player::chargen_race_next ()
745{ 765{
1134} 1154}
1135 1155
1136/* routine for both players and monsters. We call this when 1156/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding 1157 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes 1158 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we 1159 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0. 1160 * return 0.
1141 */ 1161 */
1142static int 1162static int
1143action_makes_visible (object *op) 1163action_makes_visible (object *op)
1144{ 1164{
1145 if (op->invisible && op->flag [FLAG_ALIVE]) 1165 if (op->invisible && op->flag [FLAG_ALIVE])
1168 return 0; 1188 return 0;
1169} 1189}
1170 1190
1171/* 1191/*
1172 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1173 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1174 * found object is returned. 1194 * found object is returned.
1175 */ 1195 */
1176static object * 1196static object *
1177find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1178{ 1198{
1297 y = op->y; 1317 y = op->y;
1298 1318
1299 /* find the first target */ 1319 /* find the first target */
1300 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1301 { 1321 {
1302 x += freearr_x[dir]; 1322 x += DIRX (dir);
1303 y += freearr_y[dir]; 1323 y += DIRY (dir);
1304 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305 1325
1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1307 { 1327 {
1308 tmp = 0; 1328 tmp = 0;
1331 1351
1332 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1333} 1353}
1334 1354
1335/* 1355/*
1336 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1337 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1338 * op is the object firing the bow. 1358 * op is the object firing the bow.
1339 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1340 * dir is the direction of fire. 1360 * dir is the direction of fire.
1341 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1447#endif 1467#endif
1448 1468
1449 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1450 1470
1451 /* update the speed */ 1471 /* update the speed */
1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1453 + bow->stats.dam / 7.f;
1454 1472
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1457 1478
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459 1480
1460 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1461 { 1482 {
1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1483 1504
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1485 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1487 1509
1488 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1489 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1490 1512
1491 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1517 } 1539 }
1518 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1519 { 1541 {
1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1523 } 1545 }
1524 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1525 { 1547 {
1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1594 1616
1595 if (item->type == WAND) 1617 if (item->type == WAND)
1596 { 1618 {
1597 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1598 { 1620 {
1599 object *tmp;
1600
1601 if (item->arch) 1621 if (item->arch)
1602 { 1622 {
1603 item->clr_flag (FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1604 item->face = item->arch->face; 1624 item->face = item->arch->face;
1605 item->set_speed (0); 1625 item->set_speed (0);
1689 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1690 { 1710 {
1691 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1692 break; 1712 break;
1693 1713
1694 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1695 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1696 */ 1716 */
1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1698 break; 1718 break;
1699 } 1719 }
1753/* find_key 1773/* find_key
1754 * We try to find a key for the door as passed. If we find a key 1774 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL 1775 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different. 1777 * for both is the same - just the specific key is different.
1758 * pl is the player, 1778 * pl is the player,
1759 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1762 */ 1782 */
1763object * 1783object *
1764find_key (object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1836 { 1856 {
1837 --op->speed_left; 1857 --op->speed_left;
1838 return true; 1858 return true;
1839 } 1859 }
1840 1860
1841 sint16 nx = freearr_x[dir] + op->x; 1861 sint16 nx = DIRX (dir) + op->x;
1842 sint16 ny = freearr_y[dir] + op->y; 1862 sint16 ny = DIRY (dir) + op->y;
1843 1863
1844 if (out_of_map (op->map, nx, ny)) 1864 if (out_of_map (op->map, nx, ny))
1845 return false; 1865 return false;
1846 1866
1847 /* If braced, or can't move to the square, and it is not out of the 1867 /* If braced, or can't move to the square, and it is not out of the
1868 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op) 1889 && mon != op)
1870 break; 1890 break;
1871 } 1891 }
1872 1892
1873 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
1874 return false; /* into a wall */ 1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1875 1919
1876 mon = mon->head_ (); 1920 mon = mon->head_ ();
1877 1921
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
1994} 2038}
1995 2039
1996bool 2040bool
1997move_player (object *op, int dir) 2041move_player (object *op, int dir)
1998{ 2042{
1999 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2000 return 0; 2044 return 0;
2001 2045
2002 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2003 if (dir < 0 || dir > 8) 2047 if (dir < 0 || dir > 8)
2004 { 2048 {
2145void 2189void
2146do_some_living (object *op) 2190do_some_living (object *op)
2147{ 2191{
2148 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2149 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2150 int over_hp, over_sp, over_grace;
2151 int i;
2152 int rate_hp = 1200; 2194 int rate_hp = 1200;
2153 int rate_sp = 2500; 2195 int rate_sp = 2500;
2154 int rate_grace = 2000; 2196 int rate_grace = 2000;
2155 const int max_hp = 1; 2197 const int max_hp = 1;
2156 const int max_sp = 1; 2198 const int max_sp = 1;
2157 const int max_grace = 1; 2199 const int max_grace = 1;
2158 2200
2201#if 0
2159 if (op->contr->hidden) 2202 if (op->contr->hidden)
2160 { 2203 {
2161 op->invisible = 1000; 2204 op->invisible = 1000;
2162 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2163 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2165 */ 2208 */
2166 if (pticks & 2) 2209 if (server_tick & 2)
2167 op->invisible--; 2210 op->invisible--;
2168 } 2211 }
2212 else
2213#endif
2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2170 { 2215 {
2171 if (!op->invisible--) 2216 if (!op->invisible--)
2172 { 2217 {
2173 make_visible (op); 2218 make_visible (op);
2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2208 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2209 { 2254 {
2210 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2211 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2212 2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2213 if (max_grace > 1) 2260 if (max_grace > 1)
2214 { 2261 {
2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2216 if (over_grace > 0) 2264 if (over_grace > 0)
2217 { 2265 {
2218 op->stats.sp += over_grace 2266 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2219 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0; 2267 op->last_grace = 0;
2221 } 2268 }
2222 else 2269 else
2223 { 2270 op->last_grace = rate_grace / temp;
2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2226 } 2271 }
2227 else 2272 else
2228 { 2273 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2274
2230 }
2231 /* wearing stuff doesn't detract from grace generation. */ 2275 /* wearing stuff doesn't detract from grace generation. */
2232 } 2276 }
2233 2277
2234 if (op->stats.food > 0) 2278 if (op->stats.food > 0)
2235 { 2279 {
2254 } 2298 }
2255 } 2299 }
2256 2300
2257 if (max_sp > 1) 2301 if (max_sp > 1)
2258 { 2302 {
2259 over_sp = (gen_sp + 10) / rate_sp; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0) 2304 if (over_sp > 0)
2261 { 2305 {
2262 if (op->stats.sp < op->stats.maxsp) 2306 if (op->stats.sp < op->stats.maxsp)
2263 { 2307 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food; 2341 op->stats.food = last_food;
2298 } 2342 }
2299 } 2343 }
2300 2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2301 if (max_hp > 1) 2347 if (max_hp > 1)
2302 { 2348 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2349 int over_hp = temp / rate_hp;
2304 2350
2305 if (over_hp > 0) 2351 if (over_hp > 0)
2306 { 2352 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0; 2354 op->last_heal = 0;
2309 } 2355 }
2310 else 2356 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2357 op->last_heal = rate_hp / temp;
2312 } 2358 }
2313 else 2359 else
2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2360 op->last_heal = rate_hp / temp;
2315 } 2361 }
2316 } 2362 }
2317 2363
2318 /* Digestion */ 2364 /* Digestion */
2319 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2556 2602
2557 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 { 2605 {
2560 lose_this_stat = 0; 2606 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */ 2608 retain the stat. */
2563 } 2609 }
2564 else 2610 else
2565 { 2611 {
2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2659 if (will_kill_again) 2705 if (will_kill_again)
2660 { 2706 {
2661 object *force; 2707 object *force;
2662 int at; 2708 int at;
2663 2709
2664 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2665 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2666 force->speed = 0.1f;
2667 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2713 force->set_speed (0.1f);
2668 force->set_flag (FLAG_APPLIED); 2714 force->set_flag (FLAG_APPLIED);
2715
2669 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100; 2718 force->resist[at] = 100;
2672 2719
2673 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2678} 2725}
2679 2726
2680static void 2727static void
2681loot_object (object *op) 2728loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2684 2731
2685 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2686 2733
2687 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2688 { 2735 {
2720void 2767void
2721fix_weight () 2768fix_weight ()
2722{ 2769{
2723 for_all_players (pl) 2770 for_all_players (pl)
2724 { 2771 {
2725 sint32 old = pl->ob->carrying; 2772 weight_t old = pl->ob->carrying;
2726 2773
2727 pl->ob->update_weight (); 2774 pl->ob->update_weight ();
2728 2775
2729 if (old != pl->ob->carrying) 2776 if (old != pl->ob->carrying)
2730 { 2777 {
2826 level = -(10 + (2 * ob->map->darklevel ())); 2873 level = -(10 + (2 * ob->map->darklevel ()));
2827 2874
2828 /* scan through all nearby squares for terrain to hide in */ 2875 /* scan through all nearby squares for terrain to hide in */
2829 for (i = 0, x = ob->x, y = ob->y; 2876 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1; 2877 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2878 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2832 { 2879 {
2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2834 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
2835 continue; 2882 continue;
2836 2883
2908 friendly = who->flag [FLAG_FRIENDLY]; 2955 friendly = who->flag [FLAG_FRIENDLY];
2909 2956
2910 /* search adjacent squares */ 2957 /* search adjacent squares */
2911 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
2912 { 2959 {
2913 x = who->x + freearr_x[i]; 2960 x = who->x + DIRX (i);
2914 y = who->y + freearr_y[i]; 2961 y = who->y + DIRY (i);
2915 m = who->map; 2962 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y); 2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not 2964 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space. 2965 * blocked, don't need to check this space.
2919 */ 2966 */
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 { 2973 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1; 2975 return 1;
2929 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1; 2977 return 1;
2934 }
2935 } 2978 }
2936 } 2979 }
2937 return 0; 2980 return 0;
2938} 2981}
2939 2982
2940/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
2941 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
2942 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
2943 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
2944 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
2945 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
2946 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
2947 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
2948 * imply the way your head, or body is facing? It's possible 2991 * imply the way your head, or body is facing? It's possible
2949 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
2950 * -b.t. 2993 * -b.t.
2951 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
2952 */ 2995 */
2953int 2996int
2954player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
2955{ 2998{
2969 3012
2970 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
2971 3014
2972 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any 3016 * through the object and find if it has any
2974 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
2975 * a blocked los square. 3018 * a blocked los square.
2976 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
2977 */ 3020 */
2978 while (op) 3021 while (op)
2979 { 3022 {

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