… | |
… | |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
26 | #include <sproto.h> |
28 | #include <sounds.h> |
27 | #include <sounds.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <object.h> |
29 | #include <object.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
… | |
… | |
124 | continue; |
123 | continue; |
125 | |
124 | |
126 | if (*buf == '%') |
125 | if (*buf == '%') |
127 | { /* send one news */ |
126 | { /* send one news */ |
128 | if (size > 0) |
127 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
129 | |
131 | strcpy (subject, buf + 1); |
130 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
131 | strip_endline (subject); |
133 | size = 0; |
132 | size = 0; |
134 | news[0] = '\0'; |
133 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
143 | size += strlen (buf); |
145 | } |
144 | } |
146 | } |
145 | } |
147 | |
146 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
149 | close_and_delete (fp, comp); |
151 | } |
150 | } |
152 | |
151 | |
153 | /* This loads the first map an puts the player on it. */ |
152 | /* This loads the first map an puts the player on it. */ |
154 | static void |
153 | static void |
… | |
… | |
194 | return; |
193 | return; |
195 | |
194 | |
196 | terminate_all_pets (ob); |
195 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
196 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
197 | ob->deactivate_recursive (); |
|
|
198 | |
|
|
199 | if (ob->map) |
199 | maplevel = ob->map->path; |
200 | maplevel = ob->map->path; |
|
|
201 | |
200 | ob->remove (); |
202 | ob->remove (); |
201 | ob->map = 0; |
203 | ob->map = 0; |
202 | party = 0; |
204 | party = 0; |
203 | |
205 | |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
205 | ranges [range_skill] = 0; |
|
|
206 | |
207 | |
207 | players.erase (this); |
208 | players.erase (this); |
208 | } |
209 | } |
209 | |
210 | |
210 | // connect the player with a specific client |
211 | // connect the player with a specific client |
211 | // also changed, rationalises, and fixes some incorrect settings |
212 | // also changes, rationalises, and fixes some incorrect settings |
212 | void |
213 | void |
213 | player::connect (client *ns) |
214 | player::connect (client *ns) |
214 | { |
215 | { |
215 | this->ns = ns; |
216 | this->ns = ns; |
216 | ns->pl = this; |
217 | ns->pl = this; |
… | |
… | |
227 | ns->reset_stats (); |
228 | ns->reset_stats (); |
228 | |
229 | |
229 | /* make sure he's a player -- needed because of class change. */ |
230 | /* make sure he's a player -- needed because of class change. */ |
230 | ob->type = PLAYER; // we are paranoid |
231 | ob->type = PLAYER; // we are paranoid |
231 | ob->race = ob->arch->clone.race; |
232 | ob->race = ob->arch->clone.race; |
232 | |
|
|
233 | if (!legal_range (ob, shoottype)) |
|
|
234 | shoottype = range_none; |
|
|
235 | |
233 | |
236 | ob->carrying = sum_weight (ob); |
234 | ob->carrying = sum_weight (ob); |
237 | link_player_skills (ob); |
235 | link_player_skills (ob); |
238 | |
236 | |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
… | |
… | |
260 | |
258 | |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
262 | |
260 | |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
264 | |
262 | |
|
|
263 | for (object *op = ob->inv; op; op = op->below) |
|
|
264 | if (op->flag [FLAG_APPLIED]) |
|
|
265 | switch (op->type) |
|
|
266 | { |
|
|
267 | case WAND: |
|
|
268 | case ROD: |
|
|
269 | case HORN: |
|
|
270 | case BOW: |
|
|
271 | case SKILL: |
|
|
272 | case SKILL_TOOL: |
|
|
273 | case WEAPON: |
|
|
274 | fprintf (stderr, "applied<%s>\n", &op->name);//D |
|
|
275 | apply_special (ob, op, AP_UNAPPLY); |
|
|
276 | apply_special (ob, op, AP_APPLY); |
|
|
277 | break; |
|
|
278 | } |
|
|
279 | |
265 | ob->update_stats (); |
280 | ob->update_stats (); |
266 | ns->floorbox_update (); |
281 | ns->floorbox_update (); |
267 | |
282 | |
268 | esrv_send_inventory (ob, ob); |
283 | esrv_send_inventory (ob, ob); |
269 | esrv_add_spells (this, 0); |
284 | esrv_add_spells (this, 0); |
… | |
… | |
288 | |
303 | |
289 | INVOKE_PLAYER (DISCONNECT, this); |
304 | INVOKE_PLAYER (DISCONNECT, this); |
290 | |
305 | |
291 | ns->reset_stats (); |
306 | ns->reset_stats (); |
292 | ns->pl = 0; |
307 | ns->pl = 0; |
293 | this->ns = 0; |
308 | ns = 0; |
294 | } |
309 | } |
295 | |
310 | |
296 | if (ob) |
311 | if (ob) |
297 | ob->close_container (); //TODO: client-specific |
312 | ob->close_container (); //TODO: client-specific |
298 | |
313 | |
… | |
… | |
315 | player::player () |
330 | player::player () |
316 | { |
331 | { |
317 | /* There are some elements we want initialised to non zero value - |
332 | /* There are some elements we want initialised to non zero value - |
318 | * we deal with that below this point. |
333 | * we deal with that below this point. |
319 | */ |
334 | */ |
320 | outputs_sync = 16; /* Every 2 seconds */ |
335 | outputs_sync = 4; |
321 | outputs_count = 8; /* Keeps present behaviour */ |
336 | outputs_count = 4; |
322 | unapply = unapply_nochoice; |
337 | unapply = unapply_nochoice; |
323 | |
338 | |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
339 | savebed_map = first_map_path; /* Init. respawn position */ |
325 | |
340 | |
326 | gen_sp_armour = 10; |
341 | gen_sp_armour = 10; |
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
342 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
343 | petmode = pet_normal; |
330 | listening = 10; |
344 | listening = 10; |
331 | usekeys = containers; |
345 | usekeys = containers; |
332 | peaceful = 1; /* default peaceful */ |
346 | peaceful = 1; /* default peaceful */ |
… | |
… | |
865 | * appropriate action with it (change race, or other things). |
879 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
880 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
881 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
882 | * not the class. |
869 | */ |
883 | */ |
870 | int |
884 | void |
871 | key_change_class (object *op, char key) |
885 | player::chargen_race_done () |
872 | { |
886 | { |
873 | int tmp_loop; |
|
|
874 | |
|
|
875 | if (key == 'd' || key == 'D') |
|
|
876 | { |
|
|
877 | char buf[MAX_BUF]; |
|
|
878 | |
|
|
879 | /* this must before then initial items are given */ |
887 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
888 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
881 | |
889 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
890 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
891 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
892 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
893 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
894 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
895 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
896 | |
889 | op->contr->ns->state = ST_PLAYING; |
897 | ob->contr->ns->state = ST_PLAYING; |
890 | |
898 | |
891 | if (op->msg) |
899 | if (ob->msg) |
892 | op->msg = NULL; |
900 | ob->msg = 0; |
893 | |
901 | |
894 | /* We create this now because some of the unique maps will need it |
902 | /* We create this now because some of the unique maps will need it |
895 | * to save here. |
903 | * to save here. |
896 | */ |
904 | */ |
|
|
905 | { |
|
|
906 | char buf[MAX_BUF]; |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
907 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
898 | make_path_to_file (buf); |
908 | make_path_to_file (buf); |
|
|
909 | } |
899 | |
910 | |
900 | start_info (op); |
911 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
912 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
913 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
914 | link_player_skills (ob); |
904 | esrv_send_inventory (op, op); |
915 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
916 | ob->update_stats (); |
906 | |
917 | |
907 | /* This moves the player to a different start map, if there |
918 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
919 | * is one for this race |
909 | */ |
920 | */ |
910 | if (*first_map_ext_path) |
921 | if (*first_map_ext_path) |
911 | { |
922 | { |
912 | object *tmp; |
923 | object *tmp; |
913 | char mapname[MAX_BUF]; |
924 | char mapname[MAX_BUF]; |
914 | |
925 | |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
926 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
916 | tmp = object::create (); |
927 | tmp = object::create (); |
917 | EXIT_PATH (tmp) = mapname; |
928 | EXIT_PATH (tmp) = mapname; |
918 | EXIT_X (tmp) = op->x; |
929 | EXIT_X (tmp) = ob->x; |
919 | EXIT_Y (tmp) = op->y; |
930 | EXIT_Y (tmp) = ob->y; |
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
931 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
921 | * if the map isn't there, then stay on the |
932 | * if the map isn't there, then stay on the |
922 | * default initial map */ |
933 | * default initial map */ |
923 | tmp->destroy (); |
934 | tmp->destroy (); |
924 | } |
935 | } |
925 | else |
936 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
937 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
938 | } |
927 | |
939 | |
928 | return 0; |
940 | void |
929 | } |
941 | player::chargen_race_next () |
930 | |
942 | { |
931 | /* Following actually changes the race - this is the default command |
943 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
944 | * if we don't match with one of the options above. |
933 | */ |
945 | */ |
934 | |
946 | |
935 | tmp_loop = 0; |
947 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
948 | { |
938 | shstr name = op->name; |
949 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
950 | int x = ob->x, y = ob->y; |
940 | |
951 | |
941 | op->remove_statbonus (); |
952 | ob->remove_statbonus (); |
942 | op->remove (); |
953 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
954 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
955 | ob->arch->clone.copy_to (ob); |
945 | op->instantiate (); |
956 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
957 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
958 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
959 | ob->x = x; |
949 | op->y = y; |
960 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
961 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
962 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
963 | assign (ob->contr->title, ob->arch->clone.name); |
953 | op->add_statbonus (); |
964 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
965 | } |
|
|
966 | while (!allowed_class (ob)); |
956 | |
967 | |
957 | update_object (op, UP_OBJ_FACE); |
968 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
969 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
970 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
971 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
972 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
973 | ob->stats.grace = 0; |
963 | |
|
|
964 | if (op->msg) |
|
|
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
966 | |
|
|
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
968 | return 0; |
|
|
969 | } |
974 | } |
970 | |
975 | |
971 | void |
976 | void |
972 | flee_player (object *op) |
977 | flee_player (object *op) |
973 | { |
978 | { |
… | |
… | |
1020 | /* Cornered, get rid of scared */ |
1025 | /* Cornered, get rid of scared */ |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1022 | op->enemy = NULL; |
1027 | op->enemy = NULL; |
1023 | } |
1028 | } |
1024 | |
1029 | |
1025 | |
|
|
1026 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1030 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1027 | * IT returns 1 if the player should keep on moving, 0 if he should |
1031 | * It returns 1 if the player should keep on moving, 0 if he should |
1028 | * stop. |
1032 | * stop. |
1029 | */ |
1033 | */ |
1030 | int |
1034 | int |
1031 | check_pick (object *op) |
1035 | check_pick (object *op) |
1032 | { |
1036 | { |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1474 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1475 | * op = the shooter |
1472 | * type = bow->race |
1476 | * type = bow->race |
1473 | * dir = fire direction |
1477 | * dir = fire direction |
1474 | */ |
1478 | */ |
1475 | |
|
|
1476 | object * |
1479 | object * |
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1480 | pick_arrow_target (object *op, const char *type, int dir) |
1478 | { |
1481 | { |
1479 | object *tmp = NULL; |
1482 | object *tmp = NULL; |
1480 | maptile *m; |
1483 | maptile *m; |
… | |
… | |
1554 | { |
1557 | { |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1558 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1559 | return 0; |
1557 | } |
1560 | } |
1558 | |
1561 | |
1559 | if (op->type == PLAYER) |
1562 | if (player *pl = op->contr) |
1560 | bow = op->contr->ranges[range_bow]; |
1563 | { |
|
|
1564 | bow = pl->ranged_ob; |
|
|
1565 | op->set_weapon (bow); |
|
|
1566 | } |
1561 | else |
1567 | else |
1562 | { |
1568 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1569 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1570 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1571 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1576 | if (!bow) |
1571 | { |
1577 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1578 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1579 | return 0; |
1574 | } |
1580 | } |
|
|
1581 | |
|
|
1582 | // optimisation: move object to top so we will find it quickly again |
|
|
1583 | if (bow->below) |
|
|
1584 | { |
|
|
1585 | bow->remove (); |
|
|
1586 | op->insert (bow); |
|
|
1587 | } |
|
|
1588 | |
1575 | } |
1589 | } |
1576 | |
1590 | |
1577 | if (!bow->race || !bow->skill) |
1591 | if (!bow->race || !bow->skill) |
1578 | { |
1592 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1596 | if (op->type == PLAYER) |
1610 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1598 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1612 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1613 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1614 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1615 | |
1601 | return 0; |
1616 | return 0; |
1602 | } |
1617 | } |
1603 | } |
1618 | } |
1604 | |
1619 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1620 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1651 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1637 | op->update_stats (); |
1652 | op->update_stats (); |
1638 | } |
1653 | } |
1639 | |
1654 | |
1640 | SET_ANIMATION (arrow, arrow->direction); |
1655 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1656 | |
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1657 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1642 | arrow->stats.hp = arrow->stats.dam; |
1658 | arrow->stats.hp = arrow->stats.dam; |
1643 | arrow->stats.grace = arrow->attacktype; |
1659 | arrow->stats.grace = arrow->attacktype; |
|
|
1660 | |
1644 | if (arrow->slaying != NULL) |
1661 | if (arrow->slaying) |
1645 | arrow->spellarg = strdup (arrow->slaying); |
1662 | arrow->spellarg = strdup (arrow->slaying); |
1646 | |
1663 | |
1647 | /* Note that this was different for monsters - they got their level |
1664 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1648 | * added to the damage. I think the strength bonus is more proper. |
|
|
1649 | */ |
|
|
1650 | |
|
|
1651 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1652 | |
1665 | |
1653 | /* update the speed */ |
1666 | /* update the speed */ |
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1667 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1668 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1656 | |
1669 | |
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
1670 | arrow->set_speed (max (arrow->speed, 1.0)); |
1658 | arrow->speed_left = 0; |
1671 | arrow->speed_left = 0; |
1659 | |
1672 | |
|
|
1673 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1674 | |
1660 | if (op->type == PLAYER) |
1675 | if (op->type == PLAYER) |
1661 | { |
1676 | { |
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1663 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1664 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1665 | |
|
|
1666 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1677 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1678 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
|
|
1679 | |
|
|
1680 | if (!arrow->slaying) |
|
|
1681 | arrow->slaying = op->slaying; |
1667 | } |
1682 | } |
1668 | else |
1683 | else |
1669 | { |
1684 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1685 | arrow->level = op->level; |
1672 | } |
1686 | arrow->stats.wc -= bow->magic; |
1673 | |
1687 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1688 | if (!arrow->slaying) |
|
|
1689 | arrow->slaying = bow->slaying; |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | arrow->stats.wc -= arrow->level; |
|
|
1693 | |
1675 | arrow->attacktype |= bow->attacktype; |
1694 | arrow->attacktype |= bow->attacktype; |
1676 | |
|
|
1677 | if (bow->slaying) |
|
|
1678 | arrow->slaying = bow->slaying; |
|
|
1679 | |
1695 | |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1696 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1697 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1698 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1699 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
… | |
… | |
1709 | { |
1725 | { |
1710 | int ret = 0, wcmod = 0; |
1726 | int ret = 0, wcmod = 0; |
1711 | |
1727 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1728 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1729 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1730 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1731 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1732 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1733 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1734 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1719 | wcmod = -1; |
1735 | wcmod = -1; |
… | |
… | |
1729 | else if (op->contr->bowtype == bow_spreadshot) |
1745 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | { |
1746 | { |
1731 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1748 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1749 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | |
|
|
1735 | } |
1750 | } |
1736 | else |
1751 | else |
1737 | { |
1752 | { |
1738 | /* Simple case */ |
1753 | /* Simple case */ |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1754 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | } |
1755 | } |
|
|
1756 | |
1741 | return ret; |
1757 | return ret; |
1742 | } |
1758 | } |
1743 | |
1759 | |
1744 | |
1760 | |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1761 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1762 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1763 | */ |
1748 | void |
1764 | void |
1749 | fire_misc_object (object *op, int dir) |
1765 | fire_misc_object (object *op, int dir) |
1750 | { |
1766 | { |
1751 | object *item; |
1767 | object *item = op->contr->ranged_ob; |
1752 | |
1768 | |
1753 | if (!op->contr->ranges[range_misc]) |
1769 | if (!item) |
1754 | { |
1770 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1771 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1772 | return; |
1757 | } |
1773 | } |
1758 | |
1774 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1775 | if (!item->inv) |
1761 | { |
1776 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1777 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1778 | return; |
1764 | } |
1779 | } |
|
|
1780 | |
|
|
1781 | op->set_weapon (item); |
|
|
1782 | |
1765 | if (item->type == WAND) |
1783 | if (item->type == WAND) |
1766 | { |
1784 | { |
1767 | if (item->stats.food <= 0) |
1785 | if (item->stats.food <= 0) |
1768 | { |
1786 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1787 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1770 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1789 | |
1771 | return; |
1790 | return; |
1772 | } |
1791 | } |
1773 | } |
1792 | } |
1774 | else if (item->type == ROD || item->type == HORN) |
1793 | else if (item->type == ROD || item->type == HORN) |
1775 | { |
1794 | { |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1795 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1777 | { |
1796 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1797 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
|
|
1798 | |
1779 | if (item->type == ROD) |
1799 | if (item->type == ROD) |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1800 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1781 | else |
1801 | else |
1782 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1802 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1803 | |
1783 | return; |
1804 | return; |
1784 | } |
1805 | } |
1785 | } |
1806 | } |
1786 | |
1807 | |
1787 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1808 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1818 | |
1839 | |
1819 | /* check for loss of invisiblity/hide */ |
1840 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1841 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1842 | make_visible (op); |
1822 | |
1843 | |
1823 | switch (op->contr->shoottype) |
1844 | player *pl = op->contr; |
|
|
1845 | |
|
|
1846 | if (pl->golem) |
1824 | { |
1847 | { |
1825 | case range_none: |
1848 | control_golem (op->contr->golem, dir); |
1826 | return; |
1849 | return; |
|
|
1850 | } |
1827 | |
1851 | |
1828 | case range_bow: |
1852 | object *ob = pl->ranged_ob; |
|
|
1853 | |
|
|
1854 | if (!ob) |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | switch (ob->type) |
|
|
1858 | { |
|
|
1859 | case BOW: |
1829 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1830 | return; |
1861 | break; |
1831 | |
1862 | |
1832 | case range_magic: /* Casting spells */ |
1863 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1834 | return; |
1865 | break; |
1835 | |
1866 | |
1836 | case range_misc: |
1867 | case BUILDER: |
|
|
1868 | apply_map_builder (op, dir); |
|
|
1869 | break; |
|
|
1870 | |
|
|
1871 | case SKILL: |
|
|
1872 | case SKILL_TOOL: |
|
|
1873 | do_skill (op, op, ob, dir, 0); |
|
|
1874 | break; |
|
|
1875 | |
|
|
1876 | default: |
1837 | fire_misc_object (op, dir); |
1877 | fire_misc_object (op, dir); |
1838 | return; |
1878 | break; |
1839 | |
|
|
1840 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1841 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1842 | { |
|
|
1843 | op->contr->ranges[range_golem] = 0; |
|
|
1844 | op->contr->shoottype = range_none; |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_skill: |
|
|
1851 | if (!op->chosen_skill) |
|
|
1852 | { |
|
|
1853 | if (op->type == PLAYER) |
|
|
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1859 | return; |
|
|
1860 | case range_builder: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | return; |
|
|
1863 | default: |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1865 | return; |
|
|
1866 | } |
1879 | } |
1867 | } |
1880 | } |
1868 | |
1881 | |
1869 | /* find_key |
1882 | /* find_key |
1870 | * We try to find a key for the door as passed. If we find a key |
1883 | * We try to find a key for the door as passed. If we find a key |
… | |
… | |
1970 | if (key) |
1983 | if (key) |
1971 | { |
1984 | { |
1972 | object *container = key->env; |
1985 | object *container = key->env; |
1973 | |
1986 | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1987 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1988 | |
1975 | if (action_makes_visible (op)) |
1989 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1990 | make_visible (op); |
|
|
1991 | |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1992 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1993 | spring_trap (door->inv, op); |
1979 | |
1994 | |
1980 | if (door->type == DOOR) |
1995 | if (door->type == DOOR) |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1996 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
… | |
… | |
2011 | */ |
2026 | */ |
2012 | void |
2027 | void |
2013 | move_player_attack (object *op, int dir) |
2028 | move_player_attack (object *op, int dir) |
2014 | { |
2029 | { |
2015 | object *tmp, *mon; |
2030 | object *tmp, *mon; |
2016 | sint16 nx, ny; |
|
|
2017 | int on_battleground; |
2031 | int on_battleground; |
2018 | maptile *m; |
2032 | maptile *m; |
2019 | |
2033 | |
2020 | nx = freearr_x[dir] + op->x; |
2034 | sint16 nx = freearr_x[dir] + op->x; |
2021 | ny = freearr_y[dir] + op->y; |
2035 | sint16 ny = freearr_y[dir] + op->y; |
2022 | |
2036 | |
2023 | on_battleground = op_on_battleground (op, 0, 0); |
2037 | on_battleground = op_on_battleground (op, 0, 0); |
2024 | |
2038 | |
2025 | /* If braced, or can't move to the square, and it is not out of the |
2039 | /* If braced, or can't move to the square, and it is not out of the |
2026 | * map, attack it. Note order of if statement is important - don't |
2040 | * map, attack it. Note order of if statement is important - don't |
… | |
… | |
2106 | /* If we're braced, we don't want to switch places with it */ |
2120 | /* If we're braced, we don't want to switch places with it */ |
2107 | if (op->contr->braced) |
2121 | if (op->contr->braced) |
2108 | return; |
2122 | return; |
2109 | |
2123 | |
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2124 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2111 | (void) push_ob (mon, dir, op); |
2125 | push_ob (mon, dir, op); |
2112 | if (op->contr->tmp_invis || op->hide) |
2126 | if (op->contr->tmp_invis || op->hide) |
2113 | make_visible (op); |
2127 | make_visible (op); |
2114 | |
2128 | |
2115 | return; |
2129 | return; |
2116 | } |
2130 | } |
… | |
… | |
2256 | * Returns true if there are more actions we can do. |
2270 | * Returns true if there are more actions we can do. |
2257 | */ |
2271 | */ |
2258 | int |
2272 | int |
2259 | handle_newcs_player (object *op) |
2273 | handle_newcs_player (object *op) |
2260 | { |
2274 | { |
2261 | if (op->contr->hidden) |
|
|
2262 | { |
|
|
2263 | op->invisible = 1000; |
|
|
2264 | /* the socket code flashes the player visible/invisible |
|
|
2265 | * depending on the value of invisible, so we need to |
|
|
2266 | * alternate it here for it to work correctly. |
|
|
2267 | */ |
|
|
2268 | if (pticks & 2) |
|
|
2269 | op->invisible--; |
|
|
2270 | } |
|
|
2271 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2272 | { |
|
|
2273 | op->invisible--; |
|
|
2274 | if (!op->invisible) |
|
|
2275 | { |
|
|
2276 | make_visible (op); |
|
|
2277 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2278 | } |
|
|
2279 | } |
|
|
2280 | |
|
|
2281 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2282 | { |
2276 | { |
2283 | flee_player (op); |
2277 | flee_player (op); |
2284 | /* If player is still scared, that is his action for this tick */ |
2278 | /* If player is still scared, that is his action for this tick */ |
2285 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2286 | { |
2280 | { |
2287 | op->speed_left--; |
2281 | op->speed_left--; |
2288 | return 0; |
2282 | return 0; |
2289 | } |
2283 | } |
2290 | } |
2284 | } |
2291 | |
|
|
2292 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2293 | * the player object still points to the defunct golem. The code that |
|
|
2294 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2295 | * put this in a a workaround to clean up the golem pointer. |
|
|
2296 | */ |
|
|
2297 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2298 | op->contr->ranges[range_golem] = 0; |
|
|
2299 | |
2285 | |
2300 | /* call this here - we also will call this in do_ericserver, but |
2286 | /* call this here - we also will call this in do_ericserver, but |
2301 | * the players time has been increased when doericserver has been |
2287 | * the players time has been increased when doericserver has been |
2302 | * called, so we recheck it here. |
2288 | * called, so we recheck it here. |
2303 | */ |
2289 | */ |
… | |
… | |
2439 | int rate_grace = 2000; |
2425 | int rate_grace = 2000; |
2440 | const int max_hp = 1; |
2426 | const int max_hp = 1; |
2441 | const int max_sp = 1; |
2427 | const int max_sp = 1; |
2442 | const int max_grace = 1; |
2428 | const int max_grace = 1; |
2443 | |
2429 | |
2444 | if (op->contr->outputs_sync) |
2430 | if (op->contr->hidden) |
|
|
2431 | { |
|
|
2432 | op->invisible = 1000; |
|
|
2433 | /* the socket code flashes the player visible/invisible |
|
|
2434 | * depending on the value of invisible, so we need to |
|
|
2435 | * alternate it here for it to work correctly. |
|
|
2436 | */ |
|
|
2437 | if (pticks & 2) |
|
|
2438 | op->invisible--; |
2445 | { |
2439 | } |
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2440 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2447 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2441 | { |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2442 | if (!op->invisible--) |
|
|
2443 | { |
|
|
2444 | make_visible (op); |
|
|
2445 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2446 | } |
2449 | } |
2447 | } |
2450 | |
2448 | |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2449 | if (op->contr->ns->state == ST_PLAYING) |
2452 | { |
2450 | { |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2451 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2475 | gen_grace = op->stats.maxgrace; |
2473 | gen_grace = op->stats.maxgrace; |
2476 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2474 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2477 | } |
2475 | } |
2478 | |
2476 | |
2479 | /* Regenerate Spell Points */ |
2477 | /* Regenerate Spell Points */ |
2480 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2478 | if (!op->contr->golem && --op->last_sp < 0) |
2481 | { |
2479 | { |
2482 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2480 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2483 | if (op->stats.sp < op->stats.maxsp) |
2481 | if (op->stats.sp < op->stats.maxsp) |
2484 | { |
2482 | { |
2485 | op->stats.sp++; |
2483 | op->stats.sp++; |
… | |
… | |
2910 | op->stats.hp = op->stats.maxhp; |
2908 | op->stats.hp = op->stats.maxhp; |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2909 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2910 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2913 | |
2911 | |
2914 | /* |
2912 | /* |
2915 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2916 | * the player has any unpaid items. If so, remove them and put them back |
2913 | * Check to see if the player has any unpaid items. If so, remove them |
2917 | * in the map. |
2914 | * and put them back in the map. |
2918 | */ |
2915 | */ |
2919 | |
|
|
2920 | if (is_in_shop (op)) |
|
|
2921 | remove_unpaid_objects (op->inv, op); |
2916 | remove_unpaid_objects (op->inv, op); |
2922 | |
2917 | |
2923 | /****************************************/ |
2918 | /****************************************/ |
2924 | /* */ |
2919 | /* */ |
2925 | /* Move player to his current respawn- */ |
2920 | /* Move player to his current respawn- */ |
2926 | /* position (usually last savebed) */ |
2921 | /* position (usually last savebed) */ |
… | |
… | |
3071 | if (op->type == PLAYER) |
3066 | if (op->type == PLAYER) |
3072 | { |
3067 | { |
3073 | op->contr->tmp_invis = 0; |
3068 | op->contr->tmp_invis = 0; |
3074 | op->contr->invis_race = 0; |
3069 | op->contr->invis_race = 0; |
3075 | } |
3070 | } |
|
|
3071 | |
3076 | update_object (op, UP_OBJ_FACE); |
3072 | update_object (op, UP_OBJ_CHANGE); |
3077 | } |
3073 | } |
3078 | |
3074 | |
3079 | int |
3075 | int |
3080 | is_true_undead (object *op) |
3076 | is_true_undead (object *op) |
3081 | { |
3077 | { |
… | |
… | |
3374 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3370 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3375 | int i = 0, j = 0; |
3371 | int i = 0, j = 0; |
3376 | |
3372 | |
3377 | /* get the appropriate treasurelist */ |
3373 | /* get the appropriate treasurelist */ |
3378 | if (atnr == ATNR_FIRE) |
3374 | if (atnr == ATNR_FIRE) |
3379 | trlist = find_treasurelist ("dragon_ability_fire"); |
3375 | trlist = treasurelist::find ("dragon_ability_fire"); |
3380 | else if (atnr == ATNR_COLD) |
3376 | else if (atnr == ATNR_COLD) |
3381 | trlist = find_treasurelist ("dragon_ability_cold"); |
3377 | trlist = treasurelist::find ("dragon_ability_cold"); |
3382 | else if (atnr == ATNR_ELECTRICITY) |
3378 | else if (atnr == ATNR_ELECTRICITY) |
3383 | trlist = find_treasurelist ("dragon_ability_elec"); |
3379 | trlist = treasurelist::find ("dragon_ability_elec"); |
3384 | else if (atnr == ATNR_POISON) |
3380 | else if (atnr == ATNR_POISON) |
3385 | trlist = find_treasurelist ("dragon_ability_poison"); |
3381 | trlist = treasurelist::find ("dragon_ability_poison"); |
3386 | |
3382 | |
3387 | if (trlist == NULL || who->type != PLAYER) |
3383 | if (trlist == NULL || who->type != PLAYER) |
3388 | return; |
3384 | return; |
3389 | |
3385 | |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3386 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3522 | * not readied. |
3518 | * not readied. |
3523 | */ |
3519 | */ |
3524 | void |
3520 | void |
3525 | player_unready_range_ob (player *pl, object *ob) |
3521 | player_unready_range_ob (player *pl, object *ob) |
3526 | { |
3522 | { |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3523 | if (pl->ob->current_weapon == ob) |
|
|
3524 | pl->ob->current_weapon = 0; |
|
|
3525 | |
|
|
3526 | if (pl->combat_ob == ob) |
|
|
3527 | pl->combat_ob = 0; |
|
|
3528 | |
3528 | if (pl->ranges[i] == ob) |
3529 | if (pl->ranged_ob == ob) |
3529 | { |
|
|
3530 | pl->ranges[i] = 0; |
3530 | pl->ranged_ob = 0; |
3531 | if (pl->shoottype == i) |
|
|
3532 | pl->shoottype = range_none; |
|
|
3533 | } |
|
|
3534 | } |
3531 | } |
3535 | |
3532 | |
3536 | sint8 |
3533 | sint8 |
3537 | player::visibility_at (maptile *map, int x, int y) const |
3534 | player::visibility_at (maptile *map, int x, int y) const |
3538 | { |
3535 | { |