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Comparing deliantra/server/server/player.C (file contents):
Revision 1.271 by root, Sun Apr 11 23:32:10 2010 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 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 ob->contr = 0;
239 ob->destroy (); 240 ob->destroy ();
241 }
240 242
241 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
242} 244}
243 245
244player::~player () 246player::~player ()
328#endif 330#endif
329 return op; 331 return op;
330} 332}
331 333
332/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* 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 335 * result in a monster paths backtracking. It basically determines how large a
334 * detour a monster will take from the direction path when looking 336 * 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 337 * for a path to the player. The values are in the amount of direction
336 * the deviation is 338 * the deviation is
337 */ 339 */
338#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
374 */ 376 */
375int 377int
376path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 379{
378 rv_vector rv; 380 rv_vector rv;
379 sint16 x, y;
380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
381 maptile *m, *lastmap;
382 382
383 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
384 384
385 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
386 return 0; 386 return 0;
387 387
388 x = mon->x; 388 mapxy pos (mon);
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction; 389 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394 392
395 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
396 if (diff > max) 394 if (diff > max)
397 return 0; 395 return 0;
398 396
399 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
400 { 398 {
401 lastx = x; 399 mapxy lastpos = pos;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406 400
407 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409 402
410 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
412 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
413 { 407 {
414 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
416 */ 410 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
418 if (rv.direction != dir) 412 if (rv.direction != dir)
419 { 413 {
420 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
421 * the values so it will try again. 415 * the values so it will try again.
422 */ 416 */
423 x = lastx;
424 y = lasty;
425 m = lastmap; 417 pos = lastpos;
426 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
427 } 419 }
428 else 420 else
429 { 421 {
430 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
431 * either the left or right. 423 * either the left or right.
432 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
433 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
434 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
435 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
436 * stepping back and forth 428 * stepping back and forth
437 */ 429 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 { 431 {
440 if (i == 0) 432 if (i == 0)
441 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
442 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in 436 * since the direction that the creature should move in
444 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
448 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully 443 * the last direction the creature has successfully
451 * moved. 444 * moved.
452 */ 445 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap; 446 pos = lastpos;
457 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
458 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
459 continue; 450 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
462 continue; 455 continue;
463 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
464 continue; 458 continue;
465 459
466 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
467 break; 461 break;
468 } 462 }
463
469 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
471 */ 466 */
472 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
473 return 0; 468 return 0;
469
474 diff--; 470 diff--;
475 lastdir = dir; 471 lastdir = dir;
476 max--; 472 max--;
477 if (!firstdir) 473 if (!firstdir)
478 firstdir = dir + i; 474 firstdir = dir + i;
482 { 478 {
483 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
484 diff--; 480 diff--;
485 max--; 481 max--;
486 lastdir = dir; 482 lastdir = dir;
483
487 if (!firstdir) 484 if (!firstdir)
488 firstdir = dir; 485 firstdir = dir;
489 } 486 }
490 487
491 if (diff <= 1) 488 if (diff <= 1)
492 { 489 {
493 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance. 491 * headed toward player for entire distance.
495 */ 492 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 } 495 }
499 496
500 if (diff > max) 497 if (diff > max)
501 return 0; 498 return 0;
517 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
518 { 515 {
519 next = op->below; 516 next = op->below;
520 517
521 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
523 */ 520 */
524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 op->set_flag (FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
526 523
527 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions 525 * by this player due to race restrictions
529 */ 526 */
530 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
531 { 528 {
532 if ((!pl->flag [FLAG_USE_ARMOUR] 529 if ((!pl->flag [FLAG_USE_ARMOUR]
533 && 530 &&
542 } 539 }
543 } 540 }
544 541
545 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
548 */ 545 */
549 if (op->type == SKILL) 546 if (op->type == SKILL)
550 { 547 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
553 { 550 {
554 op->destroy (); 551 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break; 552 break;
558 } 553 }
559 554
560 if (op->nrof > 1) 555 if (op->nrof > 1)
561 op->nrof = 1; 556 op->nrof = 1;
566 561
567 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
569 * merged properly. 564 * merged properly.
570 */ 565 */
571 if (need_identify (op)) 566 if (op->need_identify ())
572 { 567 {
573 op->set_flag (FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
574 op->clr_flag (FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
575 op->clr_flag (FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
576 } 571 }
614roll_stat () 609roll_stat ()
615{ 610{
616 int a[4], i, j, k; 611 int a[4], i, j, k;
617 612
618 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
619 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
620 615
621 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
622 if (a[i] < k) 617 if (a[i] < k)
623 k = a[i], j = i; 618 k = a[i], j = i;
624 619
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl) 717 if (tl)
723 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
724 719
725 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
726 INVOKE_PLAYER (LOGIN, ob->contr);
727 721
728 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
729 723
730 if (ob->msg) 724 if (ob->msg)
731 ob->msg = 0; 725 ob->msg = 0;
741 */ 735 */
742 if (*first_map_ext_path) 736 if (*first_map_ext_path)
743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
744 else 738 else
745 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
746} 759}
747 760
748void 761void
749player::chargen_race_next () 762player::chargen_race_next ()
750{ 763{
1139} 1152}
1140 1153
1141/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0. 1158 * return 0.
1146 */ 1159 */
1147static int 1160static int
1148action_makes_visible (object *op) 1161action_makes_visible (object *op)
1149{ 1162{
1150 if (op->invisible && op->flag [FLAG_ALIVE]) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1173 return 0; 1186 return 0;
1174} 1187}
1175 1188
1176/* 1189/*
1177 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1178 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1179 * found object is returned. 1192 * found object is returned.
1180 */ 1193 */
1181static object * 1194static object *
1182find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1183{ 1196{
1336 1349
1337 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1338} 1351}
1339 1352
1340/* 1353/*
1341 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1342 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1343 * op is the object firing the bow. 1356 * op is the object firing the bow.
1344 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1345 * dir is the direction of fire. 1358 * dir is the direction of fire.
1346 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1452#endif 1465#endif
1453 1466
1454 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1455 1468
1456 /* update the speed */ 1469 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459 1470
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1462 1476
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464 1478
1465 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1466 { 1480 {
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488 1502
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1490 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1492 1507
1493 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1494 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1495 1510
1496 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1599 1614
1600 if (item->type == WAND) 1615 if (item->type == WAND)
1601 { 1616 {
1602 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1603 { 1618 {
1604 object *tmp;
1605
1606 if (item->arch) 1619 if (item->arch)
1607 { 1620 {
1608 item->clr_flag (FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1609 item->face = item->arch->face; 1622 item->face = item->arch->face;
1610 item->set_speed (0); 1623 item->set_speed (0);
1694 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1695 { 1708 {
1696 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1697 break; 1710 break;
1698 1711
1699 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1700 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1701 */ 1714 */
1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1703 break; 1716 break;
1704 } 1717 }
1758/* find_key 1771/* find_key
1759 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1763 * pl is the player, 1776 * pl is the player,
1764 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1767 */ 1780 */
1768object * 1781object *
1769find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1873 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op) 1887 && mon != op)
1875 break; 1888 break;
1876 } 1889 }
1877 1890
1878 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1879 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1880 1917
1881 mon = mon->head_ (); 1918 mon = mon->head_ ();
1882 1919
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1999} 2036}
2000 2037
2001bool 2038bool
2002move_player (object *op, int dir) 2039move_player (object *op, int dir)
2003{ 2040{
2004 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2005 return 0; 2042 return 0;
2006 2043
2007 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir > 8) 2045 if (dir < 0 || dir > 8)
2009 { 2046 {
2150void 2187void
2151do_some_living (object *op) 2188do_some_living (object *op)
2152{ 2189{
2153 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2154 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2155 int over_hp, over_sp, over_grace;
2156 int i;
2157 int rate_hp = 1200; 2192 int rate_hp = 1200;
2158 int rate_sp = 2500; 2193 int rate_sp = 2500;
2159 int rate_grace = 2000; 2194 int rate_grace = 2000;
2160 const int max_hp = 1; 2195 const int max_hp = 1;
2161 const int max_sp = 1; 2196 const int max_sp = 1;
2162 const int max_grace = 1; 2197 const int max_grace = 1;
2163 2198
2199#if 0
2164 if (op->contr->hidden) 2200 if (op->contr->hidden)
2165 { 2201 {
2166 op->invisible = 1000; 2202 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2170 */ 2206 */
2171 if (pticks & 2) 2207 if (server_tick & 2)
2172 op->invisible--; 2208 op->invisible--;
2173 } 2209 }
2210 else
2211#endif
2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2175 { 2213 {
2176 if (!op->invisible--) 2214 if (!op->invisible--)
2177 { 2215 {
2178 make_visible (op); 2216 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2213 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2214 { 2252 {
2215 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2217 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2218 if (max_grace > 1) 2258 if (max_grace > 1)
2219 { 2259 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2221 if (over_grace > 0) 2262 if (over_grace > 0)
2222 { 2263 {
2223 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0; 2265 op->last_grace = 0;
2226 } 2266 }
2227 else 2267 else
2228 { 2268 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 } 2269 }
2232 else 2270 else
2233 { 2271 op->last_grace = rate_grace / temp;
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2237 } 2274 }
2238 2275
2239 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2240 { 2277 {
2259 } 2296 }
2260 } 2297 }
2261 2298
2262 if (max_sp > 1) 2299 if (max_sp > 1)
2263 { 2300 {
2264 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0) 2302 if (over_sp > 0)
2266 { 2303 {
2267 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2268 { 2305 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food; 2339 op->stats.food = last_food;
2303 } 2340 }
2304 } 2341 }
2305 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2306 if (max_hp > 1) 2345 if (max_hp > 1)
2307 { 2346 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2309 2348
2310 if (over_hp > 0) 2349 if (over_hp > 0)
2311 { 2350 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0; 2352 op->last_heal = 0;
2314 } 2353 }
2315 else 2354 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2317 } 2356 }
2318 else 2357 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2320 } 2359 }
2321 } 2360 }
2322 2361
2323 /* Digestion */ 2362 /* Digestion */
2324 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2561 2600
2562 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 { 2603 {
2565 lose_this_stat = 0; 2604 lose_this_stat = 0;
2566 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2567 retain the stat. */ 2606 retain the stat. */
2568 } 2607 }
2569 else 2608 else
2570 { 2609 {
2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2664 if (will_kill_again) 2703 if (will_kill_again)
2665 { 2704 {
2666 object *force; 2705 object *force;
2667 int at; 2706 int at;
2668 2707
2669 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2670 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2671 force->speed = 0.1f;
2672 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2711 force->set_speed (0.1f);
2673 force->set_flag (FLAG_APPLIED); 2712 force->set_flag (FLAG_APPLIED);
2713
2674 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2675 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2676 force->resist[at] = 100; 2716 force->resist[at] = 100;
2677 2717
2678 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2683} 2723}
2684 2724
2685static void 2725static void
2686loot_object (object *op) 2726loot_object (object *op)
2687{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2688 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2689 2729
2690 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2691 2731
2692 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2693 { 2733 {
2725void 2765void
2726fix_weight () 2766fix_weight ()
2727{ 2767{
2728 for_all_players (pl) 2768 for_all_players (pl)
2729 { 2769 {
2730 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2731 2771
2732 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2733 2773
2734 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2735 { 2775 {
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 { 2971 {
2932 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2933 return 1; 2973 return 1;
2934 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2938 return 1; 2975 return 1;
2939 }
2940 } 2976 }
2941 } 2977 }
2942 return 0; 2978 return 0;
2943} 2979}
2944 2980
2945/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2946 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2947 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2948 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2949 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2950 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2951 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2952 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2953 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
2954 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2955 * -b.t. 2991 * -b.t.
2956 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2957 */ 2993 */
2958int 2994int
2959player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2960{ 2996{
2974 3010
2975 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2976 3012
2977 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
2978 * through the object and find if it has any 3014 * through the object and find if it has any
2979 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
2980 * a blocked los square. 3016 * a blocked los square.
2981 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
2982 */ 3018 */
2983 while (op) 3019 while (op)
2984 { 3020 {

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