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Comparing deliantra/server/server/player.C (file contents):
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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
374 */ 373 */
375int 374int
376path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 376{
378 rv_vector rv; 377 rv_vector rv;
379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
380 379
381 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
382 381
383 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
384 return 0; 383 return 0;
393 return 0; 392 return 0;
394 393
395 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
396 { 395 {
397 mapxy lastpos = pos; 396 mapxy lastpos = pos;
397
398 pos.move (dir); 398 pos.move (dir);
399 399
400 MoveType blocked;
401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
415
416 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked)) 401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
418 && (blocked_link (mon, pos.m, pos.x, pos.y))) 403 && blocked_link (mon, pos.m, pos.x, pos.y)))
419 { 404 {
420 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
421 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
422 */ 407 */
423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 } 536 }
552 } 537 }
553 538
554 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
555 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
556 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
557 */ 542 */
558 if (op->type == SKILL) 543 if (op->type == SKILL)
559 { 544 {
560 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
561 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
562 { 547 {
563 op->destroy (); 548 op->destroy ();
564 LOG (llevError,
565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
566 break; 549 break;
567 } 550 }
568 551
569 if (op->nrof > 1) 552 if (op->nrof > 1)
570 op->nrof = 1; 553 op->nrof = 1;
623roll_stat () 606roll_stat ()
624{ 607{
625 int a[4], i, j, k; 608 int a[4], i, j, k;
626 609
627 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
628 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
629 612
630 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
631 if (a[i] < k) 614 if (a[i] < k)
632 k = a[i], j = i; 615 k = a[i], j = i;
633 616
730 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
731 if (tl) 714 if (tl)
732 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
733 716
734 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
735 INVOKE_PLAYER (LOGIN, ob->contr);
736 718
737 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
738 720
739 if (ob->msg) 721 if (ob->msg)
740 ob->msg = 0; 722 ob->msg = 0;
750 */ 732 */
751 if (*first_map_ext_path) 733 if (*first_map_ext_path)
752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
753 else 735 else
754 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
755} 756}
756 757
757void 758void
758player::chargen_race_next () 759player::chargen_race_next ()
759{ 760{
1461#endif 1462#endif
1462 1463
1463 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1464 1465
1465 /* update the speed */ 1466 /* update the speed */
1466 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1467 + bow->stats.dam / 7.f;
1468 1467
1469 arrow->set_speed (max (arrow->speed, 2.f));
1470 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1471 1473
1472 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1473 1475
1474 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1475 { 1477 {
1496 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1497 1499
1498 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1499 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1500 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1501 1504
1502 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1503 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1504 1507
1505 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1608 1611
1609 if (item->type == WAND) 1612 if (item->type == WAND)
1610 { 1613 {
1611 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1612 { 1615 {
1613 object *tmp;
1614
1615 if (item->arch) 1616 if (item->arch)
1616 { 1617 {
1617 item->clr_flag (FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1618 item->face = item->arch->face; 1619 item->face = item->arch->face;
1619 item->set_speed (0); 1620 item->set_speed (0);
1882 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op) 1884 && mon != op)
1884 break; 1885 break;
1885 } 1886 }
1886 1887
1887 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1888 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1889 1914
1890 mon = mon->head_ (); 1915 mon = mon->head_ ();
1891 1916
1892 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1893 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2008} 2033}
2009 2034
2010bool 2035bool
2011move_player (object *op, int dir) 2036move_player (object *op, int dir)
2012{ 2037{
2013 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2014 return 0; 2039 return 0;
2015 2040
2016 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2017 if (dir < 0 || dir > 8) 2042 if (dir < 0 || dir > 8)
2018 { 2043 {
2159void 2184void
2160do_some_living (object *op) 2185do_some_living (object *op)
2161{ 2186{
2162 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2163 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2164 int over_hp, over_sp, over_grace;
2165 int i;
2166 int rate_hp = 1200; 2189 int rate_hp = 1200;
2167 int rate_sp = 2500; 2190 int rate_sp = 2500;
2168 int rate_grace = 2000; 2191 int rate_grace = 2000;
2169 const int max_hp = 1; 2192 const int max_hp = 1;
2170 const int max_sp = 1; 2193 const int max_sp = 1;
2171 const int max_grace = 1; 2194 const int max_grace = 1;
2172 2195
2196#if 0
2173 if (op->contr->hidden) 2197 if (op->contr->hidden)
2174 { 2198 {
2175 op->invisible = 1000; 2199 op->invisible = 1000;
2176 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2177 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2178 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2179 */ 2203 */
2180 if (pticks & 2) 2204 if (server_tick & 2)
2181 op->invisible--; 2205 op->invisible--;
2182 } 2206 }
2207 else
2208#endif
2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2184 { 2210 {
2185 if (!op->invisible--) 2211 if (!op->invisible--)
2186 { 2212 {
2187 make_visible (op); 2213 make_visible (op);
2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2222 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2223 { 2249 {
2224 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2225 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2226 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2227 if (max_grace > 1) 2255 if (max_grace > 1)
2228 { 2256 {
2229 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2230 if (over_grace > 0) 2259 if (over_grace > 0)
2231 { 2260 {
2232 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2233 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2234 op->last_grace = 0; 2262 op->last_grace = 0;
2235 } 2263 }
2236 else 2264 else
2237 { 2265 op->last_grace = rate_grace / temp;
2238 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2239 }
2240 } 2266 }
2241 else 2267 else
2242 { 2268 op->last_grace = rate_grace / temp;
2243 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2244 }
2245 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2246 } 2271 }
2247 2272
2248 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2249 { 2274 {
2268 } 2293 }
2269 } 2294 }
2270 2295
2271 if (max_sp > 1) 2296 if (max_sp > 1)
2272 { 2297 {
2273 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2274 if (over_sp > 0) 2299 if (over_sp > 0)
2275 { 2300 {
2276 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2277 { 2302 {
2278 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2311 op->stats.food = last_food; 2336 op->stats.food = last_food;
2312 } 2337 }
2313 } 2338 }
2314 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2315 if (max_hp > 1) 2342 if (max_hp > 1)
2316 { 2343 {
2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2318 2345
2319 if (over_hp > 0) 2346 if (over_hp > 0)
2320 { 2347 {
2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2322 op->last_heal = 0; 2349 op->last_heal = 0;
2323 } 2350 }
2324 else 2351 else
2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2326 } 2353 }
2327 else 2354 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2329 } 2356 }
2330 } 2357 }
2331 2358
2332 /* Digestion */ 2359 /* Digestion */
2333 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2673 if (will_kill_again) 2700 if (will_kill_again)
2674 { 2701 {
2675 object *force; 2702 object *force;
2676 int at; 2703 int at;
2677 2704
2678 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2679 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2680 force->speed = 0.1f;
2681 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2708 force->set_speed (0.1f);
2682 force->set_flag (FLAG_APPLIED); 2709 force->set_flag (FLAG_APPLIED);
2710
2683 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2684 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2685 force->resist[at] = 100; 2713 force->resist[at] = 100;
2686 2714
2687 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2692} 2720}
2693 2721
2694static void 2722static void
2695loot_object (object *op) 2723loot_object (object *op)
2696{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2697 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2698 2726
2699 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2700 2728
2701 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2702 { 2730 {
2734void 2762void
2735fix_weight () 2763fix_weight ()
2736{ 2764{
2737 for_all_players (pl) 2765 for_all_players (pl)
2738 { 2766 {
2739 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2740 2768
2741 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2742 2770
2743 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2744 { 2772 {
2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2940 { 2968 {
2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2942 return 1; 2970 return 1;
2943 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2944 {
2945 /*don't let a hidden DM prevent you from hiding */
2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2947 return 1; 2972 return 1;
2948 }
2949 } 2973 }
2950 } 2974 }
2951 return 0; 2975 return 0;
2952} 2976}
2953 2977
2954/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2955 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2956 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
2957 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2958 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2959 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2960 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2961 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2962 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
2963 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
2964 * -b.t. 2988 * -b.t.
2965 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2966 */ 2990 */
2967int 2991int
2968player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2969{ 2993{

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