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Comparing deliantra/server/server/player.C (file contents):
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC vs.
Revision 1.302 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25//+GPL 26//+GPL
27
28#include <algorithm>
29#include <functional>
26 30
27#include <global.h> 31#include <global.h>
28#include <sproto.h> 32#include <sproto.h>
29#include <sounds.h> 33#include <sounds.h>
30#include <living.h> 34#include <living.h>
31#include <object.h> 35#include <object.h>
32#include <spells.h> 36#include <spells.h>
33#include <skills.h> 37#include <skills.h>
34 38
35#include <algorithm>
36#include <functional>
37
38playervec players; 39playervec players;
39 40
40/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
41static void 42static void
42set_first_map (object *op) 43set_first_map (object *op)
181player::set_object (object *op) 182player::set_object (object *op)
182{ 183{
183 ob = observe = viewpoint = op; 184 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
185 186
186 ob->set_speed (1.0f); 187 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
188 189
189 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
190} 191}
191 192
233 disconnect (); 234 disconnect ();
234 235
235 attachable::do_destroy (); 236 attachable::do_destroy ();
236 237
237 if (ob) 238 if (ob)
239 {
240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
238 ob->destroy (); 243 ob->destroy ();
244 }
239 245
240 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
241} 247}
242 248
243player::~player () 249player::~player ()
327#endif 333#endif
328 return op; 334 return op;
329} 335}
330 336
331/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
332 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
334 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
335 * the deviation is 341 * the deviation is
336 */ 342 */
337#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
373 */ 379 */
374int 380int
375path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
376{ 382{
377 rv_vector rv; 383 rv_vector rv;
378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
379 385
380 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
381 387
382 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
383 return 0; 389 return 0;
416 } 422 }
417 else 423 else
418 { 424 {
419 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
420 * either the left or right. 426 * either the left or right.
421 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth 431 * stepping back and forth
426 */ 432 */
511 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
512 { 518 {
513 next = op->below; 519 next = op->below;
514 520
515 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
517 */ 523 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
520 526
521 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions 528 * by this player due to race restrictions
523 */ 529 */
524 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
525 { 531 {
526 if ((!pl->flag [FLAG_USE_ARMOUR] 532 if ((!pl->flag [FLAG_USE_ARMOUR]
527 && 533 &&
536 } 542 }
537 } 543 }
538 544
539 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
542 */ 548 */
543 if (op->type == SKILL) 549 if (op->type == SKILL)
544 { 550 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
547 { 553 {
548 op->destroy (); 554 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break; 555 break;
552 } 556 }
553 557
554 if (op->nrof > 1) 558 if (op->nrof > 1)
555 op->nrof = 1; 559 op->nrof = 1;
734 */ 738 */
735 if (*first_map_ext_path) 739 if (*first_map_ext_path)
736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
737 else 741 else
738 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
739} 762}
740 763
741void 764void
742player::chargen_race_next () 765player::chargen_race_next ()
743{ 766{
757 ob->instantiate (); 780 ob->instantiate ();
758 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
759 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
760 ob->x = x; 783 ob->x = x;
761 ob->y = y; 784 ob->y = y;
762 SET_ANIMATION (ob, 2); /* So player faces south */ 785 ob->set_anim_frame (2); /* So player faces south */
763 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
764 assign (ob->contr->title, ob->arch->object::name); 787 assign (ob->contr->title, ob->arch->object::name);
765 ob->add_statbonus (); 788 ob->add_statbonus ();
766 } 789 }
767 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
1132} 1155}
1133 1156
1134/* routine for both players and monsters. We call this when 1157/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding 1158 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes 1159 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we 1160 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0. 1161 * return 0.
1139 */ 1162 */
1140static int 1163static int
1141action_makes_visible (object *op) 1164action_makes_visible (object *op)
1142{ 1165{
1143 if (op->invisible && op->flag [FLAG_ALIVE]) 1166 if (op->invisible && op->flag [FLAG_ALIVE])
1166 return 0; 1189 return 0;
1167} 1190}
1168 1191
1169/* 1192/*
1170 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1171 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1172 * found object is returned. 1195 * found object is returned.
1173 */ 1196 */
1174static object * 1197static object *
1175find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1176{ 1199{
1295 y = op->y; 1318 y = op->y;
1296 1319
1297 /* find the first target */ 1320 /* find the first target */
1298 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1299 { 1322 {
1300 x += freearr_x[dir]; 1323 x += DIRX (dir);
1301 y += freearr_y[dir]; 1324 y += DIRY (dir);
1302 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303 1326
1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 { 1328 {
1306 tmp = 0; 1329 tmp = 0;
1329 1352
1330 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1331} 1354}
1332 1355
1333/* 1356/*
1334 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1335 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1336 * op is the object firing the bow. 1359 * op is the object firing the bow.
1337 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1338 * dir is the direction of fire. 1361 * dir is the direction of fire.
1339 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1442 1465
1443 op->speed_left += speed - op->speed; 1466 op->speed_left += speed - op->speed;
1444 } 1467 }
1445#endif 1468#endif
1446 1469
1447 SET_ANIMATION (arrow, arrow->direction); 1470 arrow->set_anim_frame (arrow->direction);
1448 1471
1449 /* update the speed */ 1472 /* update the speed */
1450 1473
1451 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f, 1475 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f 1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f 1477 + bow->stats.dam / 7.f
1455 )); 1478 ));
1456 1479
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482 1505
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1486 1510
1487 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1488 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1489 1513
1490 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1516 } 1540 }
1517 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1518 { 1542 {
1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 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)));
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1522 } 1546 }
1523 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1524 { 1548 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1593 1617
1594 if (item->type == WAND) 1618 if (item->type == WAND)
1595 { 1619 {
1596 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1597 { 1621 {
1598 object *tmp;
1599
1600 if (item->arch) 1622 if (item->arch)
1601 { 1623 {
1602 item->clr_flag (FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face; 1625 item->face = item->arch->face;
1604 item->set_speed (0); 1626 item->set_speed (0);
1688 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 { 1711 {
1690 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1691 break; 1713 break;
1692 1714
1693 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1695 */ 1717 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break; 1719 break;
1698 } 1720 }
1752/* find_key 1774/* find_key
1753 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1757 * pl is the player, 1779 * pl is the player,
1758 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1761 */ 1783 */
1762object * 1784object *
1763find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1835 { 1857 {
1836 --op->speed_left; 1858 --op->speed_left;
1837 return true; 1859 return true;
1838 } 1860 }
1839 1861
1840 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1841 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1842 1864
1843 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1844 return false; 1866 return false;
1845 1867
1846 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
1867 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op) 1890 && mon != op)
1869 break; 1891 break;
1870 } 1892 }
1871 1893
1872 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1873 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1874 1920
1875 mon = mon->head_ (); 1921 mon = mon->head_ ();
1876 1922
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1993} 2039}
1994 2040
1995bool 2041bool
1996move_player (object *op, int dir) 2042move_player (object *op, int dir)
1997{ 2043{
1998 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
1999 return 0; 2045 return 0;
2000 2046
2001 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8) 2048 if (dir < 0 || dir > 8)
2003 { 2049 {
2144void 2190void
2145do_some_living (object *op) 2191do_some_living (object *op)
2146{ 2192{
2147 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2149 int i;
2150 int rate_hp = 1200; 2195 int rate_hp = 1200;
2151 int rate_sp = 2500; 2196 int rate_sp = 2500;
2152 int rate_grace = 2000; 2197 int rate_grace = 2000;
2153 const int max_hp = 1; 2198 const int max_hp = 1;
2154 const int max_sp = 1; 2199 const int max_sp = 1;
2155 const int max_grace = 1; 2200 const int max_grace = 1;
2156 2201
2202#if 0
2157 if (op->contr->hidden) 2203 if (op->contr->hidden)
2158 { 2204 {
2159 op->invisible = 1000; 2205 op->invisible = 1000;
2160 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2161 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2163 */ 2209 */
2164 if (pticks & 2) 2210 if (server_tick & 2)
2165 op->invisible--; 2211 op->invisible--;
2166 } 2212 }
2213 else
2214#endif
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 { 2216 {
2169 if (!op->invisible--) 2217 if (!op->invisible--)
2170 { 2218 {
2171 make_visible (op); 2219 make_visible (op);
2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2555 2603
2556 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 { 2606 {
2559 lose_this_stat = 0; 2607 lose_this_stat = 0;
2560 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2561 retain the stat. */ 2609 retain the stat. */
2562 } 2610 }
2563 else 2611 else
2564 { 2612 {
2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2658 if (will_kill_again) 2706 if (will_kill_again)
2659 { 2707 {
2660 object *force; 2708 object *force;
2661 int at; 2709 int at;
2662 2710
2663 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2664 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2665 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2666 force->set_speed (0.1f); 2714 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED); 2715 force->set_flag (FLAG_APPLIED);
2668 2716
2678} 2726}
2679 2727
2680static void 2728static void
2681loot_object (object *op) 2729loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2684 2732
2685 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2686 2734
2687 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2688 { 2736 {
2720void 2768void
2721fix_weight () 2769fix_weight ()
2722{ 2770{
2723 for_all_players (pl) 2771 for_all_players (pl)
2724 { 2772 {
2725 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2726 2774
2727 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2728 2776
2729 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2730 { 2778 {
2826 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2827 2875
2828 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2829 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2832 { 2880 {
2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2834 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2835 continue; 2883 continue;
2836 2884
2908 friendly = who->flag [FLAG_FRIENDLY]; 2956 friendly = who->flag [FLAG_FRIENDLY];
2909 2957
2910 /* search adjacent squares */ 2958 /* search adjacent squares */
2911 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2912 { 2960 {
2913 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2914 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2915 m = who->map; 2963 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2919 */ 2967 */
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 { 2974 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1; 2976 return 1;
2929 else if (tmp->type == PLAYER) 2977 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; 2978 return 1;
2934 }
2935 } 2979 }
2936 } 2980 }
2937 return 0; 2981 return 0;
2938} 2982}
2939 2983
2940/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2941 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2942 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
2943 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2944 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2945 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2946 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2947 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2948 * imply the way your head, or body is facing? It's possible 2992 * 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. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
2950 * -b.t. 2994 * -b.t.
2951 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2952 */ 2996 */
2953int 2997int
2954player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2955{ 2999{
2969 3013
2970 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
2971 3015
2972 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any 3017 * through the object and find if it has any
2974 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
2975 * a blocked los square. 3019 * a blocked los square.
2976 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
2977 */ 3021 */
2978 while (op) 3022 while (op)
2979 { 3023 {

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