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Comparing deliantra/server/server/player.C (file contents):
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC vs.
Revision 1.297 by root, Sun Jan 29 02:47:05 2017 UTC

327#endif 327#endif
328 return op; 328 return op;
329} 329}
330 330
331/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* 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 332 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking 333 * 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 334 * for a path to the player. The values are in the amount of direction
335 * the deviation is 335 * the deviation is
336 */ 336 */
337#define DETOUR_AMOUNT 2 337#define DETOUR_AMOUNT 2
416 } 416 }
417 else 417 else
418 { 418 {
419 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
420 * either the left or right. 420 * either the left or right.
421 * Note increase the values in the loop below to be 421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes 422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting 423 * 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 424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth 425 * stepping back and forth
426 */ 426 */
511 for (object *next, *op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
512 { 512 {
513 next = op->below; 513 next = op->below;
514 514
515 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
517 */ 517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
520 520
521 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions 522 * by this player due to race restrictions
523 */ 523 */
524 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
525 { 525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR] 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 && 527 &&
1149} 1149}
1150 1150
1151/* routine for both players and monsters. We call this when 1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding 1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes 1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we 1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0. 1155 * return 0.
1156 */ 1156 */
1157static int 1157static int
1158action_makes_visible (object *op) 1158action_makes_visible (object *op)
1159{ 1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE]) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1183 return 0; 1183 return 0;
1184} 1184}
1185 1185
1186/* 1186/*
1187 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1188 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1189 * found object is returned. 1189 * found object is returned.
1190 */ 1190 */
1191static object * 1191static object *
1192find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1193{ 1193{
1346 1346
1347 return find_better_arrow (op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1348} 1348}
1349 1349
1350/* 1350/*
1351 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1352 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1353 * op is the object firing the bow. 1353 * op is the object firing the bow.
1354 * part is for multipart creatures - the part firing the bow. 1354 * part is for multipart creatures - the part firing the bow.
1355 * dir is the direction of fire. 1355 * dir is the direction of fire.
1356 * wc_mod is any special modifier to give (used in special player fire modes) 1356 * wc_mod is any special modifier to give (used in special player fire modes)
1704 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1705 { 1705 {
1706 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1707 break; 1707 break;
1708 1708
1709 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1710 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1711 */ 1711 */
1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1713 break; 1713 break;
1714 } 1714 }
1768/* find_key 1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key 1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL 1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic 1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different. 1772 * for both is the same - just the specific key is different.
1773 * pl is the player, 1773 * pl is the player,
1774 * inv is the objects inventory to searched 1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against. 1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers. 1776 * This function can be called recursively to search containers.
1777 */ 1777 */
1778object * 1778object *
1779find_key (object *pl, object *container, object *door) 1779find_key (object *pl, object *container, object *door)
2597 2597
2598 /* There is a maximum depletion total per level. */ 2598 /* There is a maximum depletion total per level. */
2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2600 { 2600 {
2601 lose_this_stat = 0; 2601 lose_this_stat = 0;
2602 /* Take loss chance vs keep chance to see if we 2602 /* Take loss chance vs keep chance to see if we
2603 retain the stat. */ 2603 retain the stat. */
2604 } 2604 }
2605 else 2605 else
2606 { 2606 {
2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3007 3007
3008 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3009 3009
3010 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3011 * through the object and find if it has any 3011 * through the object and find if it has any
3012 * part that is in the los array but isn't on 3012 * part that is in the los array but isn't on
3013 * a blocked los square. 3013 * a blocked los square.
3014 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3015 */ 3015 */
3016 while (op) 3016 while (op)
3017 { 3017 {

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