1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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> |
26 | #include <pwd.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
28 | #include <sounds.h> |
28 | #include <sounds.h> |
… | |
… | |
32 | #include <skills.h> |
32 | #include <skills.h> |
33 | |
33 | |
34 | #include <algorithm> |
34 | #include <algorithm> |
35 | #include <functional> |
35 | #include <functional> |
36 | |
36 | |
37 | player * |
37 | playervec players; |
38 | find_player (const char *plname) |
|
|
39 | { |
|
|
40 | for_all_players (pl) |
|
|
41 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
42 | return pl; |
|
|
43 | |
|
|
44 | return 0; |
|
|
45 | } |
|
|
46 | |
38 | |
47 | void |
39 | void |
48 | display_motd (const object *op) |
40 | display_motd (const object *op) |
49 | { |
41 | { |
50 | char buf[MAX_BUF]; |
42 | char buf[MAX_BUF]; |
… | |
… | |
124 | |
116 | |
125 | news[0] = '\0'; |
117 | news[0] = '\0'; |
126 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
127 | size = 0; |
119 | size = 0; |
128 | |
120 | |
129 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
130 | { |
122 | { |
131 | if (*buf == '#') |
123 | if (*buf == '#') |
132 | continue; |
124 | continue; |
133 | |
125 | |
134 | if (*buf == '%') |
126 | if (*buf == '%') |
135 | { /* send one news */ |
127 | { /* send one news */ |
136 | if (size > 0) |
128 | if (size > 0) |
137 | 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 */ |
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 */ |
|
|
130 | |
138 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
139 | strip_endline (subject); |
132 | strip_endline (subject); |
140 | size = 0; |
133 | size = 0; |
141 | news[0] = '\0'; |
134 | news[0] = '\0'; |
142 | } |
135 | } |
… | |
… | |
177 | ob->enter_exit (tmp); |
170 | ob->enter_exit (tmp); |
178 | |
171 | |
179 | tmp->destroy (); |
172 | tmp->destroy (); |
180 | } |
173 | } |
181 | |
174 | |
|
|
175 | void |
|
|
176 | player::activate () |
|
|
177 | { |
|
|
178 | if (active) |
|
|
179 | return; |
|
|
180 | |
|
|
181 | players.insert (this); |
|
|
182 | ob->remove (); |
|
|
183 | ob->map = 0; |
|
|
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
|
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187 | enter_map (); |
|
|
188 | } |
|
|
189 | |
|
|
190 | void |
|
|
191 | player::deactivate () |
|
|
192 | { |
|
|
193 | if (!active) |
|
|
194 | return; |
|
|
195 | |
|
|
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
|
|
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
|
|
200 | ob->remove (); |
|
|
201 | ob->map = 0; |
|
|
202 | party = 0; |
|
|
203 | |
|
|
204 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
205 | ranges [range_skill] = 0; |
|
|
206 | |
|
|
207 | players.erase (this); |
|
|
208 | } |
|
|
209 | |
182 | // connect the player with a specific client |
210 | // connect the player with a specific client |
183 | // also changed, rationalises, and fixes some incorrect settings |
211 | // also changed, rationalises, and fixes some incorrect settings |
184 | void |
212 | void |
185 | player::connect (client *ns) |
213 | player::connect (client *ns) |
186 | { |
214 | { |
187 | this->ns = ns; |
215 | this->ns = ns; |
188 | ns->pl = this; |
216 | ns->pl = this; |
189 | |
217 | |
190 | next = first_player; |
218 | run_on = 0; |
191 | first_player = this; |
219 | fire_on = 0; |
|
|
220 | ob->close_container (); //TODO: client-specific |
192 | |
221 | |
193 | ns->update_look = 0; |
222 | ns->update_look = 0; |
194 | ns->look_position = 0; |
223 | ns->look_position = 0; |
195 | |
224 | |
196 | clear_los (ob); |
225 | clear_los (ob); |
|
|
226 | |
|
|
227 | ns->reset_stats (); |
197 | |
228 | |
198 | /* make sure he's a player -- needed because of class change. */ |
229 | /* make sure he's a player -- needed because of class change. */ |
199 | ob->type = PLAYER; // we are paranoid |
230 | ob->type = PLAYER; // we are paranoid |
200 | ob->race = ob->arch->clone.race; |
231 | ob->race = ob->arch->clone.race; |
201 | |
232 | |
… | |
… | |
206 | link_player_skills (ob); |
237 | link_player_skills (ob); |
207 | |
238 | |
208 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
209 | |
240 | |
210 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
211 | |
|
|
212 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
213 | * from the class, and not race. I don't see any way to get the class information |
|
|
214 | * to then update this. I don't think this will actually break anything - anyone |
|
|
215 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
216 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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217 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
218 | */ |
|
|
219 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
220 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
221 | |
242 | |
222 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
223 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
224 | { |
245 | { |
225 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
235 | skin = tmp; |
256 | skin = tmp; |
236 | |
257 | |
237 | set_dragon_name (ob, abil, skin); |
258 | set_dragon_name (ob, abil, skin); |
238 | } |
259 | } |
239 | |
260 | |
240 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
241 | add_friendly_object (ob); |
|
|
242 | |
|
|
243 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
244 | |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
246 | |
262 | |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
248 | |
264 | |
249 | ob->update_stats (); |
265 | ob->update_stats (); |
250 | ns->floorbox_update (); |
266 | ns->floorbox_update (); |
251 | |
267 | |
252 | esrv_send_inventory (ob, ob); |
268 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
269 | esrv_add_spells (this, 0); |
254 | |
270 | |
255 | ob->activate_recursive (); |
271 | activate (); |
256 | enter_map (); |
|
|
257 | |
272 | |
258 | send_rules (ob); |
273 | send_rules (ob); |
259 | send_news (ob); |
274 | send_news (ob); |
260 | display_motd (ob); |
275 | display_motd (ob); |
261 | |
276 | |
… | |
… | |
264 | } |
279 | } |
265 | |
280 | |
266 | void |
281 | void |
267 | player::disconnect () |
282 | player::disconnect () |
268 | { |
283 | { |
269 | if (ob) |
|
|
270 | ob->deactivate_recursive (); |
|
|
271 | |
|
|
272 | //TODO: don't be so harsh and destroy :) |
|
|
273 | if (ns) |
284 | if (ns) |
274 | { |
285 | { |
275 | if (enable_save) |
286 | if (active) |
276 | { |
|
|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
278 | save (true); |
|
|
279 | } |
|
|
280 | |
288 | |
281 | INVOKE_PLAYER (DISCONNECT, this); |
289 | INVOKE_PLAYER (DISCONNECT, this); |
282 | |
290 | |
283 | client *ns = this->ns; |
291 | ns->reset_stats (); |
284 | ns->send_packet ("goodbye"); |
|
|
285 | ns->flush (); |
|
|
286 | ns->pl = 0; |
292 | ns->pl = 0; |
287 | this->ns = 0; |
293 | this->ns = 0; |
288 | |
|
|
289 | ns->destroy (); |
|
|
290 | destroy (); |
|
|
291 | } |
294 | } |
|
|
295 | |
|
|
296 | if (ob) |
|
|
297 | ob->close_container (); //TODO: client-specific |
|
|
298 | |
|
|
299 | deactivate (); |
292 | } |
300 | } |
293 | |
301 | |
294 | // the need for this function can be explained |
302 | // the need for this function can be explained |
295 | // by load_object not returning the object |
303 | // by load_object not returning the object |
296 | void |
304 | void |
297 | player::set_object (object *op) |
305 | player::set_object (object *op) |
298 | { |
306 | { |
299 | ob = op; |
307 | ob = op; |
300 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
301 | |
309 | |
302 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
303 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
304 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
305 | ob->stats.wc = 2; |
|
|
306 | ob->run_away = 25; /* Then we panick... */ |
|
|
307 | |
|
|
308 | ob->roll_stats (); |
|
|
309 | } |
313 | } |
310 | |
314 | |
311 | player::player () |
315 | player::player () |
312 | { |
316 | { |
313 | /* There are some elements we want initialised to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
318 | unapply = unapply_nochoice; |
322 | unapply = unapply_nochoice; |
319 | |
323 | |
320 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
321 | |
325 | |
322 | gen_sp_armour = 10; |
326 | gen_sp_armour = 10; |
323 | last_speed = -1; |
|
|
324 | shoottype = range_none; |
327 | shoottype = range_none; |
325 | bowtype = bow_normal; |
328 | bowtype = bow_normal; |
326 | petmode = pet_normal; |
329 | petmode = pet_normal; |
327 | listening = 10; |
330 | listening = 10; |
328 | usekeys = containers; |
331 | usekeys = containers; |
329 | last_weapon_sp = -1; |
|
|
330 | peaceful = 1; /* default peaceful */ |
332 | peaceful = 1; /* default peaceful */ |
331 | do_los = 1; |
333 | do_los = 1; |
332 | |
|
|
333 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
334 | * if a player quits and starts a new character, we wont |
|
|
335 | * send new values to the client, as things like exp start |
|
|
336 | * at zero. |
|
|
337 | */ |
|
|
338 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
339 | last_skill_exp[i] = -1; |
|
|
340 | |
|
|
341 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
342 | last_resist[i] = -1; |
|
|
343 | |
|
|
344 | last_stats.exp = -1; |
|
|
345 | last_weight = (uint32) - 1; |
|
|
346 | } |
334 | } |
347 | |
335 | |
348 | void |
336 | void |
349 | player::do_destroy () |
337 | player::do_destroy () |
350 | { |
338 | { |
351 | disconnect (); |
339 | disconnect (); |
352 | |
340 | |
353 | save (false); |
|
|
354 | enable_save = false; |
|
|
355 | |
|
|
356 | attachable::do_destroy (); |
341 | attachable::do_destroy (); |
357 | |
|
|
358 | terminate_all_pets (ob); |
|
|
359 | |
|
|
360 | if (first_player != this) |
|
|
361 | { |
|
|
362 | player *prev = first_player; |
|
|
363 | |
|
|
364 | while (prev && prev->next && prev->next != this) |
|
|
365 | prev = prev->next; |
|
|
366 | |
|
|
367 | if (prev->next != this) |
|
|
368 | { |
|
|
369 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
370 | abort (); |
|
|
371 | } |
|
|
372 | |
|
|
373 | prev->next = next; |
|
|
374 | } |
|
|
375 | else |
|
|
376 | first_player = next; |
|
|
377 | |
342 | |
378 | if (ob) |
343 | if (ob) |
379 | { |
344 | { |
380 | ob->destroy_inv (false); |
345 | ob->destroy_inv (false); |
381 | ob->destroy (); |
346 | ob->destroy (); |
… | |
… | |
396 | player::create () |
361 | player::create () |
397 | { |
362 | { |
398 | player *pl = new player; |
363 | player *pl = new player; |
399 | |
364 | |
400 | pl->set_object (arch_to_object (get_player_archetype (0))); |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
366 | |
|
|
367 | pl->ob->roll_stats (); |
|
|
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
370 | |
401 | set_first_map (pl->ob); |
371 | set_first_map (pl->ob); |
402 | |
372 | |
403 | return pl; |
373 | return pl; |
404 | } |
374 | } |
405 | |
375 | |
… | |
… | |
437 | object *op = NULL; |
407 | object *op = NULL; |
438 | objectlink *ol; |
408 | objectlink *ol; |
439 | unsigned lastdist; |
409 | unsigned lastdist; |
440 | rv_vector rv; |
410 | rv_vector rv; |
441 | |
411 | |
442 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
443 | { |
413 | { |
444 | /* We should not find free objects on this friendly list, but it |
414 | /* We should not find free objects on this friendly list, but it |
445 | * does periodically happen. Given that, lets deal with it. |
415 | * does periodically happen. Given that, lets deal with it. |
446 | * While unlikely, it is possible the next object on the friendly |
416 | * While unlikely, it is possible the next object on the friendly |
447 | * list is also free, so encapsulate this in a while loop. |
417 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
451 | object *tmp = ol->ob; |
421 | object *tmp = ol->ob; |
452 | |
422 | |
453 | /* Can't do much more other than log the fact, because the object |
423 | /* Can't do much more other than log the fact, because the object |
454 | * itself will have been cleared. |
424 | * itself will have been cleared. |
455 | */ |
425 | */ |
456 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
457 | ol = ol->next; |
428 | ol = ol->next; |
458 | remove_friendly_object (tmp); |
429 | remove_friendly_object (tmp); |
459 | if (!ol) |
430 | if (!ol) |
460 | return op; |
431 | return op; |
461 | } |
432 | } |
… | |
… | |
550 | x = mon->x; |
521 | x = mon->x; |
551 | y = mon->y; |
522 | y = mon->y; |
552 | m = mon->map; |
523 | m = mon->map; |
553 | dir = rv.direction; |
524 | dir = rv.direction; |
554 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
555 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
556 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
557 | if (diff > max) |
529 | if (diff > max) |
558 | return 0; |
530 | return 0; |
|
|
531 | |
559 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
560 | { |
533 | { |
561 | lastx = x; |
534 | lastx = x; |
562 | lasty = y; |
535 | lasty = y; |
563 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
645 | max--; |
618 | max--; |
646 | lastdir = dir; |
619 | lastdir = dir; |
647 | if (!firstdir) |
620 | if (!firstdir) |
648 | firstdir = dir; |
621 | firstdir = dir; |
649 | } |
622 | } |
|
|
623 | |
650 | if (diff <= 1) |
624 | if (diff <= 1) |
651 | { |
625 | { |
652 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
653 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
654 | */ |
628 | */ |
655 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
656 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
657 | } |
631 | } |
|
|
632 | |
658 | if (diff > max) |
633 | if (diff > max) |
659 | return 0; |
634 | return 0; |
660 | } |
635 | } |
|
|
636 | |
661 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
662 | if (!max) |
638 | if (!max) |
663 | return 0; |
639 | return 0; |
664 | |
640 | |
665 | return firstdir; |
641 | return firstdir; |
… | |
… | |
779 | roll_stat (void) |
755 | roll_stat (void) |
780 | { |
756 | { |
781 | int a[4], i, j, k; |
757 | int a[4], i, j, k; |
782 | |
758 | |
783 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
784 | a[i] = (int) RANDOM () % 6 + 1; |
760 | a[i] = (int) rndm (6) + 1; |
785 | |
761 | |
786 | for (i = 0, j = 0, k = 7; i < 4; i++) |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
787 | if (a[i] < k) |
763 | if (a[i] < k) |
788 | k = a[i], j = i; |
764 | k = a[i], j = i; |
789 | |
765 | |
… | |
… | |
919 | * to save here. |
895 | * to save here. |
920 | */ |
896 | */ |
921 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
922 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
923 | |
899 | |
924 | #ifdef AUTOSAVE |
|
|
925 | op->contr->last_save_tick = pticks; |
|
|
926 | #endif |
|
|
927 | start_info (op); |
900 | start_info (op); |
928 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
929 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (op, op->randomitems); |
930 | link_player_skills (op); |
903 | link_player_skills (op); |
931 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (op, op); |
… | |
… | |
993 | |
966 | |
994 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
995 | return 0; |
968 | return 0; |
996 | } |
969 | } |
997 | |
970 | |
998 | int |
|
|
999 | key_confirm_quit (object *op, char key) |
|
|
1000 | { |
|
|
1001 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1002 | { |
|
|
1003 | op->contr->ns->state = ST_PLAYING; |
|
|
1004 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1005 | return 1; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1009 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1010 | |
|
|
1011 | op->contr->enable_save = false; |
|
|
1012 | delete_character (op->name); |
|
|
1013 | |
|
|
1014 | terminate_all_pets (op); |
|
|
1015 | op->remove (); |
|
|
1016 | op->direction = 0; |
|
|
1017 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1018 | |
|
|
1019 | strcpy (op->contr->killer, "quit"); |
|
|
1020 | check_score (op); |
|
|
1021 | op->contr->party = 0; |
|
|
1022 | op->contr->own_title[0] = '\0'; |
|
|
1023 | op->contr->destroy (); |
|
|
1024 | |
|
|
1025 | return 1; |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | void |
971 | void |
1029 | flee_player (object *op) |
972 | flee_player (object *op) |
1030 | { |
973 | { |
1031 | int dir, diff; |
974 | int dir, diff; |
1032 | rv_vector rv; |
975 | rv_vector rv; |
… | |
… | |
1087 | int |
1030 | int |
1088 | check_pick (object *op) |
1031 | check_pick (object *op) |
1089 | { |
1032 | { |
1090 | object *tmp, *next; |
1033 | object *tmp, *next; |
1091 | int stop = 0; |
1034 | int stop = 0; |
1092 | int j, k, wvratio; |
1035 | int wvratio; |
1093 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1094 | |
1037 | |
1095 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1096 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1097 | return 1; |
1040 | return 1; |
1098 | |
1041 | |
… | |
… | |
1435 | * found object is returned. |
1378 | * found object is returned. |
1436 | */ |
1379 | */ |
1437 | object * |
1380 | object * |
1438 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1439 | { |
1382 | { |
1440 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1441 | |
1384 | |
1442 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1443 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1444 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1445 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1446 | return op; |
1389 | return op; |
|
|
1390 | |
1447 | return tmp; |
1391 | return tmp; |
1448 | } |
1392 | } |
1449 | |
1393 | |
1450 | /* |
1394 | /* |
1451 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1452 | * against the target. A full test is not performed, simply a basic test |
1396 | * against the target. A full test is not performed, simply a basic test |
1453 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1454 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1455 | */ |
1399 | */ |
1456 | |
|
|
1457 | object * |
1400 | object * |
1458 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1459 | { |
1402 | { |
1460 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1461 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1909 | { |
1852 | { |
1910 | if (op->type == PLAYER) |
1853 | if (op->type == PLAYER) |
1911 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1912 | return; |
1855 | return; |
1913 | } |
1856 | } |
|
|
1857 | |
1914 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1915 | return; |
1859 | return; |
1916 | case range_builder: |
1860 | case range_builder: |
1917 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1918 | return; |
1862 | return; |
1919 | default: |
1863 | default: |
1920 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1921 | return; |
1865 | return; |
1922 | } |
1866 | } |
1923 | } |
1867 | } |
1924 | |
|
|
1925 | |
|
|
1926 | |
1868 | |
1927 | /* find_key |
1869 | /* find_key |
1928 | * We try to find a key for the door as passed. If we find a key |
1870 | * We try to find a key for the door as passed. If we find a key |
1929 | * and successfully use it, we return the key, otherwise NULL |
1871 | * and successfully use it, we return the key, otherwise NULL |
1930 | * This function merges both normal and locked door, since the logic |
1872 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1932 | * pl is the player, |
1874 | * pl is the player, |
1933 | * inv is the objects inventory to searched |
1875 | * inv is the objects inventory to searched |
1934 | * door is the door we are trying to match against. |
1876 | * door is the door we are trying to match against. |
1935 | * This function can be called recursively to search containers. |
1877 | * This function can be called recursively to search containers. |
1936 | */ |
1878 | */ |
1937 | |
|
|
1938 | object * |
1879 | object * |
1939 | find_key (object *pl, object *container, object *door) |
1880 | find_key (object *pl, object *container, object *door) |
1940 | { |
1881 | { |
1941 | object *tmp, *key; |
1882 | object *tmp, *key; |
1942 | |
1883 | |
1943 | /* Should not happen, but sanity checking is never bad */ |
1884 | /* Should not happen, but sanity checking is never bad */ |
1944 | if (container->inv == NULL) |
1885 | if (!container->inv) |
1945 | return NULL; |
1886 | return 0; |
1946 | |
1887 | |
1947 | /* First, lets try to find a key in the top level inventory */ |
1888 | /* First, lets try to find a key in the top level inventory */ |
1948 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1949 | { |
1890 | { |
1950 | if (door->type == DOOR && tmp->type == KEY) |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1951 | break; |
1892 | break; |
1952 | /* For sanity, we should really check door type, but other stuff |
1893 | /* For sanity, we should really check door type, but other stuff |
1953 | * (like containers) can be locked with special keys |
1894 | * (like containers) can be locked with special keys |
1954 | */ |
1895 | */ |
1955 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1956 | break; |
1897 | break; |
1957 | } |
1898 | } |
|
|
1899 | |
1958 | /* No key found - lets search inventories now */ |
1900 | /* No key found - lets search inventories now */ |
1959 | /* If we find and use a key in an inventory, return at that time. |
1901 | /* If we find and use a key in an inventory, return at that time. |
1960 | * otherwise, if we search all the inventories and still don't find |
1902 | * otherwise, if we search all the inventories and still don't find |
1961 | * a key, return |
1903 | * a key, return |
1962 | */ |
1904 | */ |
1963 | if (!tmp) |
1905 | if (!tmp) |
1964 | { |
1906 | { |
1965 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1966 | { |
1908 | { |
1967 | /* No reason to search empty containers */ |
1909 | /* No reason to search empty containers */ |
1968 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
1969 | { |
1911 | { |
1970 | if ((key = find_key (pl, tmp, door)) != NULL) |
1912 | if ((key = find_key (pl, tmp, door))) |
1971 | return key; |
1913 | return key; |
1972 | } |
1914 | } |
1973 | } |
1915 | } |
|
|
1916 | |
1974 | if (!tmp) |
1917 | if (!tmp) |
1975 | return NULL; |
1918 | return NULL; |
1976 | } |
1919 | } |
|
|
1920 | |
1977 | /* We get down here if we have found a key. Now if its in a container, |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1978 | * see if we actually want to use it |
1922 | * see if we actually want to use it |
1979 | */ |
1923 | */ |
1980 | if (pl != container) |
1924 | if (pl != container) |
1981 | { |
1925 | { |
… | |
… | |
2002 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2003 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2004 | return NULL; |
1948 | return NULL; |
2005 | } |
1949 | } |
2006 | } |
1950 | } |
|
|
1951 | |
2007 | return tmp; |
1952 | return tmp; |
2008 | } |
1953 | } |
2009 | |
1954 | |
2010 | /* moved door processing out of move_player_attack. |
1955 | /* moved door processing out of move_player_attack. |
2011 | * returns 1 if player has opened the door with a key |
1956 | * returns 1 if player has opened the door with a key |
… | |
… | |
2029 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
2030 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
2031 | make_visible (op); |
1976 | make_visible (op); |
2032 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2033 | spring_trap (door->inv, op); |
1978 | spring_trap (door->inv, op); |
|
|
1979 | |
2034 | if (door->type == DOOR) |
1980 | if (door->type == DOOR) |
2035 | { |
|
|
2036 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2037 | } |
|
|
2038 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2039 | { |
1983 | { |
2040 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2041 | remove_door2 (door); /* remove door without violence ;-) */ |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
2042 | } |
1986 | } |
|
|
1987 | |
2043 | /* Do this after we print the message */ |
1988 | /* Do this after we print the message */ |
2044 | decrease_ob (key); /* Use up one of the keys */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
2045 | /* Need to update the weight the container the key was in */ |
1990 | /* Need to update the weight the container the key was in */ |
2046 | if (container != op) |
1991 | if (container != op) |
2047 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
2048 | return 1; /* Nothing more to do below */ |
1994 | return 1; /* Nothing more to do below */ |
2049 | } |
1995 | } |
2050 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
2051 | { |
1997 | { |
2052 | /* Might as well return now - no other way to open this */ |
1998 | /* Might as well return now - no other way to open this */ |
2053 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2054 | return 1; |
2000 | return 1; |
2055 | } |
2001 | } |
|
|
2002 | |
2056 | return 0; |
2003 | return 0; |
2057 | } |
2004 | } |
2058 | |
2005 | |
2059 | /* This function is just part of a breakup from move_player. |
2006 | /* This function is just part of a breakup from move_player. |
2060 | * It should keep the code cleaner. |
2007 | * It should keep the code cleaner. |
… | |
… | |
2266 | return 0; |
2213 | return 0; |
2267 | } |
2214 | } |
2268 | |
2215 | |
2269 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2270 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2271 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2272 | |
2219 | |
2273 | op->facing = dir; |
2220 | op->facing = dir; |
2274 | |
2221 | |
2275 | if (op->hide) |
2222 | if (op->hide) |
2276 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
… | |
… | |
2417 | * from. |
2364 | * from. |
2418 | */ |
2365 | */ |
2419 | void |
2366 | void |
2420 | remove_unpaid_objects (object *op, object *env) |
2367 | remove_unpaid_objects (object *op, object *env) |
2421 | { |
2368 | { |
2422 | object *next; |
|
|
2423 | |
|
|
2424 | while (op) |
2369 | while (op) |
2425 | { |
2370 | { |
2426 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2427 | |
2372 | |
2428 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2758 | tmp->name = buf; |
2703 | tmp->name = buf; |
2759 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2760 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2761 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2762 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2763 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->type = 0; |
2764 | tmp->materialname = NULL; |
2709 | tmp->materialname = "organics"; |
2765 | tmp->insert_at (op, tmp); |
2710 | tmp->insert_at (op, tmp); |
2766 | } |
2711 | } |
2767 | |
2712 | |
2768 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2769 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2775 | |
2720 | |
2776 | command_kill_pets (op, 0); |
2721 | command_kill_pets (op, 0); |
2777 | |
2722 | |
2778 | if (op->stats.food < 0) |
2723 | if (op->stats.food < 0) |
2779 | { |
2724 | { |
2780 | if (op->contr->explore) |
|
|
2781 | { |
|
|
2782 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2783 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2784 | op->stats.food = 999; |
|
|
2785 | return; |
|
|
2786 | } |
|
|
2787 | sprintf (buf, "%s starved to death.", &op->name); |
2725 | sprintf (buf, "%s starved to death.", &op->name); |
2788 | strcpy (op->contr->killer, "starvation"); |
2726 | strcpy (op->contr->killer, "starvation"); |
2789 | } |
2727 | } |
2790 | else |
2728 | else |
2791 | { |
|
|
2792 | if (op->contr->explore) |
|
|
2793 | { |
|
|
2794 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2795 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2796 | op->stats.hp = op->stats.maxhp; |
|
|
2797 | return; |
|
|
2798 | } |
|
|
2799 | sprintf (buf, "%s died.", &op->name); |
2729 | sprintf (buf, "%s died.", &op->name); |
2800 | } |
|
|
2801 | |
2730 | |
2802 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2731 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2803 | |
2732 | |
2804 | /* save the map location for corpse, gravestone */ |
2733 | /* save the map location for corpse, gravestone */ |
2805 | x = op->x; |
2734 | x = op->x; |
… | |
… | |
2998 | /* */ |
2927 | /* */ |
2999 | /****************************************/ |
2928 | /****************************************/ |
3000 | |
2929 | |
3001 | enter_player_savebed (op); |
2930 | enter_player_savebed (op); |
3002 | |
2931 | |
3003 | /* Save the player before inserting the force to reduce |
|
|
3004 | * chance of abuse. |
|
|
3005 | */ |
|
|
3006 | op->contr->braced = 0; |
2932 | op->contr->braced = 0; |
3007 | op->contr->save (); |
|
|
3008 | |
2933 | |
3009 | /* it is possible that the player has blown something up |
2934 | /* it is possible that the player has blown something up |
3010 | * at his savebed location, and that can have long lasting |
2935 | * at his savebed location, and that can have long lasting |
3011 | * spell effects. So first see if there is a spell effect |
2936 | * spell effects. So first see if there is a spell effect |
3012 | * on the space that might harm the player. |
2937 | * on the space that might harm the player. |
… | |
… | |
3041 | void |
2966 | void |
3042 | loot_object (object *op) |
2967 | loot_object (object *op) |
3043 | { /* Grab and destroy some treasure */ |
2968 | { /* Grab and destroy some treasure */ |
3044 | object *tmp, *tmp2, *next; |
2969 | object *tmp, *tmp2, *next; |
3045 | |
2970 | |
3046 | if (op->container) |
2971 | op->close_container (); /* close open sack first */ |
3047 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3048 | |
2972 | |
3049 | for (tmp = op->inv; tmp; tmp = next) |
2973 | for (tmp = op->inv; tmp; tmp = next) |
3050 | { |
2974 | { |
3051 | next = tmp->below; |
2975 | next = tmp->below; |
3052 | |
2976 | |
3053 | if (tmp->invisible) |
2977 | if (tmp->invisible) |
3054 | continue; |
2978 | continue; |
3055 | |
2979 | |
3056 | tmp->remove (); |
2980 | tmp->remove (); |
3057 | tmp->x = op->x, tmp->y = op->y; |
2981 | tmp->x = op->x, tmp->y = op->y; |
|
|
2982 | |
3058 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
3059 | { /* empty container to ground */ |
2984 | loot_object (tmp); /* empty container to ground */ |
3060 | loot_object (tmp); |
2985 | |
3061 | } |
|
|
3062 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3063 | { |
2987 | { |
3064 | if (tmp->nrof > 1) |
2988 | if (tmp->nrof > 1) |
3065 | { |
2989 | { |
3066 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3067 | tmp2->destroy (); |
2991 | tmp2->destroy (); |
… | |
… | |
3078 | /* |
3002 | /* |
3079 | * fix_weight(): Check recursively the weight of all players, and fix |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
3080 | * what needs to be fixed. Refresh windows and fix speed if anything |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
3081 | * was changed. |
3005 | * was changed. |
3082 | */ |
3006 | */ |
3083 | |
|
|
3084 | void |
3007 | void |
3085 | fix_weight (void) |
3008 | fix_weight (void) |
3086 | { |
3009 | { |
3087 | for_all_players (pl) |
3010 | for_all_players (pl) |
3088 | { |
3011 | { |
… | |
… | |
3154 | } |
3077 | } |
3155 | |
3078 | |
3156 | int |
3079 | int |
3157 | is_true_undead (object *op) |
3080 | is_true_undead (object *op) |
3158 | { |
3081 | { |
3159 | object *tmp = NULL; |
|
|
3160 | |
|
|
3161 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3162 | return 1; |
3083 | return 1; |
3163 | |
3084 | |
3164 | return 0; |
3085 | return 0; |
3165 | } |
3086 | } |
… | |
… | |
3601 | * not readied. |
3522 | * not readied. |
3602 | */ |
3523 | */ |
3603 | void |
3524 | void |
3604 | player_unready_range_ob (player *pl, object *ob) |
3525 | player_unready_range_ob (player *pl, object *ob) |
3605 | { |
3526 | { |
3606 | rangetype i; |
|
|
3607 | |
|
|
3608 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3609 | { |
|
|
3610 | if (pl->ranges[i] == ob) |
3528 | if (pl->ranges[i] == ob) |
3611 | { |
3529 | { |
3612 | pl->ranges[i] = NULL; |
3530 | pl->ranges[i] = 0; |
3613 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3614 | { |
|
|
3615 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3616 | } |
|
|
3617 | } |
3533 | } |
3618 | } |
|
|
3619 | } |
3534 | } |
|
|
3535 | |
|
|
3536 | sint8 |
|
|
3537 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3538 | { |
|
|
3539 | if (!ns) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | int dx, dy; |
|
|
3543 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3544 | return 0; |
|
|
3545 | |
|
|
3546 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3547 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3548 | |
|
|
3549 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3550 | return 0; |
|
|
3551 | |
|
|
3552 | return 100 - blocked_los [x][y]; |
|
|
3553 | } |