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Comparing deliantra/server/server/player.C (file contents):
Revision 1.275 by root, Tue Apr 27 07:20:49 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 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
380 382
381 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
382 384
383 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
384 return 0; 386 return 0;
417 } 419 }
418 else 420 else
419 { 421 {
420 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
421 * either the left or right. 423 * either the left or right.
422 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
423 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
424 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
425 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
426 * stepping back and forth 428 * stepping back and forth
427 */ 429 */
512 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
513 { 515 {
514 next = op->below; 516 next = op->below;
515 517
516 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
517 * 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
518 */ 520 */
519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
520 op->set_flag (FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
521 523
522 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
523 * by this player due to race restrictions 525 * by this player due to race restrictions
524 */ 526 */
525 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
526 { 528 {
527 if ((!pl->flag [FLAG_USE_ARMOUR] 529 if ((!pl->flag [FLAG_USE_ARMOUR]
528 && 530 &&
537 } 539 }
538 } 540 }
539 541
540 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
543 */ 545 */
544 if (op->type == SKILL) 546 if (op->type == SKILL)
545 { 547 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
548 { 550 {
549 op->destroy (); 551 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break; 552 break;
553 } 553 }
554 554
555 if (op->nrof > 1) 555 if (op->nrof > 1)
556 op->nrof = 1; 556 op->nrof = 1;
609roll_stat () 609roll_stat ()
610{ 610{
611 int a[4], i, j, k; 611 int a[4], i, j, k;
612 612
613 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
614 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
615 615
616 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
617 if (a[i] < k) 617 if (a[i] < k)
618 k = a[i], j = i; 618 k = a[i], j = i;
619 619
735 */ 735 */
736 if (*first_map_ext_path) 736 if (*first_map_ext_path)
737 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);
738 else 738 else
739 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;
740} 759}
741 760
742void 761void
743player::chargen_race_next () 762player::chargen_race_next ()
744{ 763{
1133} 1152}
1134 1153
1135/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0. 1158 * return 0.
1140 */ 1159 */
1141static int 1160static int
1142action_makes_visible (object *op) 1161action_makes_visible (object *op)
1143{ 1162{
1144 if (op->invisible && op->flag [FLAG_ALIVE]) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1167 return 0; 1186 return 0;
1168} 1187}
1169 1188
1170/* 1189/*
1171 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1172 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1173 * found object is returned. 1192 * found object is returned.
1174 */ 1193 */
1175static object * 1194static object *
1176find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1177{ 1196{
1330 1349
1331 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1332} 1351}
1333 1352
1334/* 1353/*
1335 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1336 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1337 * op is the object firing the bow. 1356 * op is the object firing the bow.
1338 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1339 * dir is the direction of fire. 1358 * dir is the direction of fire.
1340 * 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)
1446#endif 1465#endif
1447 1466
1448 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1449 1468
1450 /* update the speed */ 1469 /* update the speed */
1451 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f;
1453 1470
1454 arrow->set_speed (max (arrow->speed, 2.f));
1455 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 ));
1456 1476
1457 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;
1458 1478
1459 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1460 { 1480 {
1481 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);
1482 1502
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1486 1507
1487 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1488 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1489 1510
1490 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1593 1614
1594 if (item->type == WAND) 1615 if (item->type == WAND)
1595 { 1616 {
1596 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1597 { 1618 {
1598 object *tmp;
1599
1600 if (item->arch) 1619 if (item->arch)
1601 { 1620 {
1602 item->clr_flag (FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face; 1622 item->face = item->arch->face;
1604 item->set_speed (0); 1623 item->set_speed (0);
1688 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 { 1708 {
1690 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1691 break; 1710 break;
1692 1711
1693 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1695 */ 1714 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break; 1716 break;
1698 } 1717 }
1752/* find_key 1771/* find_key
1753 * 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
1754 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1757 * pl is the player, 1776 * pl is the player,
1758 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1761 */ 1780 */
1762object * 1781object *
1763find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1867 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op) 1887 && mon != op)
1869 break; 1888 break;
1870 } 1889 }
1871 1890
1872 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1873 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 }
1874 1917
1875 mon = mon->head_ (); 1918 mon = mon->head_ ();
1876 1919
1877 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))
1878 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1993} 2036}
1994 2037
1995bool 2038bool
1996move_player (object *op, int dir) 2039move_player (object *op, int dir)
1997{ 2040{
1998 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
1999 return 0; 2042 return 0;
2000 2043
2001 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8) 2045 if (dir < 0 || dir > 8)
2003 { 2046 {
2144void 2187void
2145do_some_living (object *op) 2188do_some_living (object *op)
2146{ 2189{
2147 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2149 int over_hp, over_sp, over_grace;
2150 int i;
2151 int rate_hp = 1200; 2192 int rate_hp = 1200;
2152 int rate_sp = 2500; 2193 int rate_sp = 2500;
2153 int rate_grace = 2000; 2194 int rate_grace = 2000;
2154 const int max_hp = 1; 2195 const int max_hp = 1;
2155 const int max_sp = 1; 2196 const int max_sp = 1;
2156 const int max_grace = 1; 2197 const int max_grace = 1;
2157 2198
2199#if 0
2158 if (op->contr->hidden) 2200 if (op->contr->hidden)
2159 { 2201 {
2160 op->invisible = 1000; 2202 op->invisible = 1000;
2161 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2162 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2163 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2164 */ 2206 */
2165 if (pticks & 2) 2207 if (server_tick & 2)
2166 op->invisible--; 2208 op->invisible--;
2167 } 2209 }
2210 else
2211#endif
2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2169 { 2213 {
2170 if (!op->invisible--) 2214 if (!op->invisible--)
2171 { 2215 {
2172 make_visible (op); 2216 make_visible (op);
2173 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.");
2207 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2208 { 2252 {
2209 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2210 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2211 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2212 if (max_grace > 1) 2258 if (max_grace > 1)
2213 { 2259 {
2214 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2215 if (over_grace > 0) 2262 if (over_grace > 0)
2216 { 2263 {
2217 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;
2218 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2219 op->last_grace = 0; 2265 op->last_grace = 0;
2220 } 2266 }
2221 else 2267 else
2222 { 2268 op->last_grace = rate_grace / temp;
2223 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2224 }
2225 } 2269 }
2226 else 2270 else
2227 { 2271 op->last_grace = rate_grace / temp;
2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2229 }
2230 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2231 } 2274 }
2232 2275
2233 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2234 { 2277 {
2253 } 2296 }
2254 } 2297 }
2255 2298
2256 if (max_sp > 1) 2299 if (max_sp > 1)
2257 { 2300 {
2258 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0) 2302 if (over_sp > 0)
2260 { 2303 {
2261 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2262 { 2305 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2295 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))
2296 op->stats.food = last_food; 2339 op->stats.food = last_food;
2297 } 2340 }
2298 } 2341 }
2299 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2300 if (max_hp > 1) 2345 if (max_hp > 1)
2301 { 2346 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2303 2348
2304 if (over_hp > 0) 2349 if (over_hp > 0)
2305 { 2350 {
2306 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;
2307 op->last_heal = 0; 2352 op->last_heal = 0;
2308 } 2353 }
2309 else 2354 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2311 } 2356 }
2312 else 2357 else
2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2314 } 2359 }
2315 } 2360 }
2316 2361
2317 /* Digestion */ 2362 /* Digestion */
2318 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2555 2600
2556 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 { 2603 {
2559 lose_this_stat = 0; 2604 lose_this_stat = 0;
2560 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2561 retain the stat. */ 2606 retain the stat. */
2562 } 2607 }
2563 else 2608 else
2564 { 2609 {
2565 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)
2658 if (will_kill_again) 2703 if (will_kill_again)
2659 { 2704 {
2660 object *force; 2705 object *force;
2661 int at; 2706 int at;
2662 2707
2663 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2664 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2665 force->speed = 0.1f;
2666 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2711 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED); 2712 force->set_flag (FLAG_APPLIED);
2713
2668 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2669 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2670 force->resist[at] = 100; 2716 force->resist[at] = 100;
2671 2717
2672 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2677} 2723}
2678 2724
2679static void 2725static void
2680loot_object (object *op) 2726loot_object (object *op)
2681{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2682 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2683 2729
2684 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2685 2731
2686 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2687 { 2733 {
2719void 2765void
2720fix_weight () 2766fix_weight ()
2721{ 2767{
2722 for_all_players (pl) 2768 for_all_players (pl)
2723 { 2769 {
2724 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2725 2771
2726 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2727 2773
2728 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2729 { 2775 {
2924 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)
2925 { 2971 {
2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2927 return 1; 2973 return 1;
2928 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2929 {
2930 /*don't let a hidden DM prevent you from hiding */
2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2932 return 1; 2975 return 1;
2933 }
2934 } 2976 }
2935 } 2977 }
2936 return 0; 2978 return 0;
2937} 2979}
2938 2980
2939/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2940 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2941 * 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
2942 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2943 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2944 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2945 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2946 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2947 * 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
2948 * 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.
2949 * -b.t. 2991 * -b.t.
2950 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2951 */ 2993 */
2952int 2994int
2953player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2954{ 2996{
2968 3010
2969 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2970 3012
2971 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
2972 * through the object and find if it has any 3014 * through the object and find if it has any
2973 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
2974 * a blocked los square. 3016 * a blocked los square.
2975 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
2976 */ 3018 */
2977 while (op) 3019 while (op)
2978 { 3020 {

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