1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <sounds.h> |
27 | #include <sounds.h> |
… | |
… | |
157 | op->x = -1; |
157 | op->x = -1; |
158 | op->y = -1; |
158 | op->y = -1; |
159 | } |
159 | } |
160 | |
160 | |
161 | void |
161 | void |
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
|
165 | |
|
|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::activate () |
162 | player::activate () |
176 | { |
163 | { |
177 | if (active) |
164 | if (active) |
178 | return; |
165 | return; |
179 | |
166 | |
… | |
… | |
181 | ob->remove (); |
168 | ob->remove (); |
182 | ob->map = 0; |
169 | ob->map = 0; |
183 | ob->activate_recursive (); |
170 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
171 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
172 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
173 | } |
188 | |
174 | |
189 | void |
175 | void |
190 | player::deactivate () |
176 | player::deactivate () |
191 | { |
177 | { |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
222 | |
208 | |
223 | ns->update_look = 0; |
209 | ns->update_look = 0; |
224 | ns->look_position = 0; |
210 | ns->look_position = 0; |
225 | |
211 | |
226 | clear_los (ob); |
212 | clear_los (this); |
227 | |
213 | |
228 | ns->reset_stats (); |
214 | ns->reset_stats (); |
229 | |
215 | |
230 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
233 | |
219 | |
234 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
235 | link_player_skills (ob); |
221 | link_player_skills (ob); |
236 | |
222 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
224 | |
239 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
240 | |
226 | |
241 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
243 | { |
229 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
248 | |
234 | |
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == dragon_ability_force) |
252 | abil = tmp; |
238 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == dragon_skin_force) |
254 | skin = tmp; |
240 | skin = tmp; |
255 | |
241 | |
256 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
257 | } |
243 | } |
258 | |
244 | |
… | |
… | |
317 | } |
303 | } |
318 | |
304 | |
319 | if (ob) |
305 | if (ob) |
320 | ob->close_container (); //TODO: client-specific |
306 | ob->close_container (); //TODO: client-specific |
321 | |
307 | |
|
|
308 | observe = ob; |
|
|
309 | |
322 | deactivate (); |
310 | deactivate (); |
323 | } |
311 | } |
324 | |
312 | |
325 | // the need for this function can be explained |
313 | // the need for this function can be explained |
326 | // by load_object not returning the object |
314 | // by load_object not returning the object |
327 | void |
315 | void |
328 | player::set_object (object *op) |
316 | player::set_object (object *op) |
329 | { |
317 | { |
330 | ob = op; |
318 | ob = observe = op; |
331 | ob->contr = this; /* this aren't yet in archetype */ |
319 | ob->contr = this; /* this aren't yet in archetype */ |
332 | |
320 | |
333 | ob->speed_left = 0.5f; |
|
|
334 | ob->speed = 1.0f; |
321 | ob->speed = 1.0f; |
|
|
322 | ob->speed_left = 0.5f; |
|
|
323 | |
335 | ob->direction = 5; /* So player faces south */ |
324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
|
|
326 | |
|
|
327 | void |
|
|
328 | player::set_observe (object *op) |
|
|
329 | { |
|
|
330 | observe = op ? op : ob; |
|
|
331 | do_los = 1; |
336 | } |
332 | } |
337 | |
333 | |
338 | player::player () |
334 | player::player () |
339 | { |
335 | { |
340 | /* There are some elements we want initialised to non zero value - |
336 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
351 | petmode = pet_normal; |
347 | petmode = pet_normal; |
352 | listening = 10; |
348 | listening = 10; |
353 | usekeys = containers; |
349 | usekeys = containers; |
354 | peaceful = 1; /* default peaceful */ |
350 | peaceful = 1; /* default peaceful */ |
355 | do_los = 1; |
351 | do_los = 1; |
|
|
352 | |
|
|
353 | weapon_sp = 1.0f; |
|
|
354 | weapon_sp_left = 0.5f; |
356 | } |
355 | } |
357 | |
356 | |
358 | void |
357 | void |
359 | player::do_destroy () |
358 | player::do_destroy () |
360 | { |
359 | { |
… | |
… | |
401 | * Note: there MUST be at least one player archetype! |
400 | * Note: there MUST be at least one player archetype! |
402 | */ |
401 | */ |
403 | archetype * |
402 | archetype * |
404 | get_player_archetype (archetype *at) |
403 | get_player_archetype (archetype *at) |
405 | { |
404 | { |
406 | archetype *start = at; |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
407 | |
406 | |
408 | for (;;) |
407 | for (;;) |
409 | { |
408 | { |
410 | if (at == NULL || at->next == NULL) |
409 | if (++i == archetypes.end ()) |
411 | at = first_archetype; |
410 | i = archetypes.begin (); |
412 | else |
411 | else if (*i == at) |
413 | at = at->next; |
412 | cleanup ("not a single player archetype found"); |
414 | |
413 | |
415 | if (at->clone.type == PLAYER) |
414 | if ((*i)->type == PLAYER) |
416 | return at; |
415 | return *i; |
417 | |
|
|
418 | if (at == start) |
|
|
419 | { |
|
|
420 | LOG (llevError, "No Player archetypes\n"); |
|
|
421 | exit (-1); |
|
|
422 | } |
|
|
423 | } |
416 | } |
424 | } |
417 | } |
425 | |
418 | |
426 | object * |
419 | object * |
427 | get_nearest_player (object *mon) |
420 | get_nearest_player (object *mon) |
… | |
… | |
917 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
918 | { |
911 | { |
919 | object *tmp; |
912 | object *tmp; |
920 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
921 | |
914 | |
922 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
923 | tmp = object::create (); |
916 | tmp = object::create (); |
924 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
925 | EXIT_X (tmp) = ob->x; |
918 | EXIT_X (tmp) = ob->x; |
926 | EXIT_Y (tmp) = ob->y; |
919 | EXIT_Y (tmp) = ob->y; |
927 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
946 | int x = ob->x, y = ob->y; |
939 | int x = ob->x, y = ob->y; |
947 | |
940 | |
948 | ob->remove_statbonus (); |
941 | ob->remove_statbonus (); |
949 | ob->remove (); |
942 | ob->remove (); |
950 | ob->arch = get_player_archetype (ob->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
951 | ob->arch->clone.copy_to (ob); |
944 | ob->arch->copy_to (ob); |
952 | ob->instantiate (); |
945 | ob->instantiate (); |
953 | ob->stats = ob->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
954 | ob->name = ob->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
955 | ob->x = x; |
948 | ob->x = x; |
956 | ob->y = y; |
949 | ob->y = y; |
957 | SET_ANIMATION (ob, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
958 | insert_ob_in_map (ob, ob->map, ob, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
959 | assign (ob->contr->title, ob->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->object::name); |
960 | ob->add_statbonus (); |
953 | ob->add_statbonus (); |
961 | } |
954 | } |
962 | while (!allowed_class (ob)); |
955 | while (!allowed_class (ob)); |
963 | |
956 | |
964 | update_object (ob, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1109 | if (tmp->name != NULL) |
1102 | if (tmp->name != NULL) |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1104 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1112 | else |
1105 | else |
1113 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1106 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1114 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1107 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1115 | |
1108 | |
1116 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1109 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1117 | } |
1110 | } |
1118 | |
1111 | |
1119 | /* philosophy: |
1112 | /* philosophy: |
… | |
… | |
1312 | /* careful: chairs and tables are weapons! */ |
1305 | /* careful: chairs and tables are weapons! */ |
1313 | if (op->contr->mode & PU_ALLWEAPON) |
1306 | if (op->contr->mode & PU_ALLWEAPON) |
1314 | { |
1307 | { |
1315 | if (tmp->type == WEAPON && tmp->name != NULL) |
1308 | if (tmp->type == WEAPON && tmp->name != NULL) |
1316 | { |
1309 | { |
1317 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1310 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1318 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1311 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1319 | { |
1312 | { |
1320 | pick_up (op, tmp); |
1313 | pick_up (op, tmp); |
1321 | continue; |
1314 | continue; |
1322 | } |
1315 | } |
1323 | } |
1316 | } |
1324 | |
1317 | |
1325 | if (tmp->type == WEAPON && tmp->name == NULL) |
1318 | if (tmp->type == WEAPON && tmp->name == NULL) |
1326 | { |
1319 | { |
1327 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1320 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1328 | { |
1321 | { |
1329 | pick_up (op, tmp); |
1322 | pick_up (op, tmp); |
1330 | continue; |
1323 | continue; |
1331 | } |
1324 | } |
1332 | } |
1325 | } |
… | |
… | |
1357 | if (tmp->name != NULL) |
1350 | if (tmp->name != NULL) |
1358 | { |
1351 | { |
1359 | fprintf (stderr, "%s", tmp->name); |
1352 | fprintf (stderr, "%s", tmp->name); |
1360 | } |
1353 | } |
1361 | else |
1354 | else |
1362 | fprintf (stderr, "%s", tmp->arch->name); |
1355 | fprintf (stderr, "%s", tmp->arch->archname); |
1363 | fprintf (stderr, ",%d] = ", tmp->type); |
1356 | fprintf (stderr, ",%d] = ", tmp->type); |
1364 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1357 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1365 | #endif |
1358 | #endif |
1366 | continue; |
1359 | continue; |
1367 | } |
1360 | } |
… | |
… | |
1437 | else |
1430 | else |
1438 | { |
1431 | { |
1439 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1432 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1440 | { |
1433 | { |
1441 | attacktype = 1 << attacknum; |
1434 | attacktype = 1 << attacknum; |
1442 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1435 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1443 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1436 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1444 | { |
1437 | { |
1445 | tmp = arrow; |
1438 | tmp = arrow; |
1446 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1439 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1447 | } |
1440 | } |
1448 | } |
1441 | } |
1449 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1450 | { |
1443 | { |
1451 | tmp = arrow; |
1444 | tmp = arrow; |
… | |
… | |
1635 | arrow->stats.grace = arrow->attacktype; |
1628 | arrow->stats.grace = arrow->attacktype; |
1636 | |
1629 | |
1637 | if (arrow->slaying) |
1630 | if (arrow->slaying) |
1638 | arrow->spellarg = strdup (arrow->slaying); |
1631 | arrow->spellarg = strdup (arrow->slaying); |
1639 | |
1632 | |
|
|
1633 | #if 0 |
1640 | if (player *pl = op->contr) |
1634 | if (player *pl = op->contr) |
1641 | { |
1635 | { |
1642 | if (!pl->has_hit) |
|
|
1643 | { |
|
|
1644 | pl->has_hit = 1; |
|
|
1645 | pl->ob->speed_left += pl->weapon_sp - pl->ob->speed; |
|
|
1646 | } |
|
|
1647 | #if 0 |
|
|
1648 | float speed = pl->weapon_sp; |
1636 | float speed = pl->weapon_sp; |
1649 | |
1637 | |
1650 | /* penalize ROF for bestarrow */ |
1638 | /* penalize ROF for bestarrow */ |
1651 | if (pl->bowtype == bow_bestarrow) |
1639 | if (pl->bowtype == bow_bestarrow) |
1652 | speed *= .9f; |
1640 | speed *= .9f; |
1653 | else |
1641 | else |
1654 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1642 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1655 | |
1643 | |
1656 | op->speed_left += speed - op->speed; |
1644 | op->speed_left += speed - op->speed; |
|
|
1645 | } |
1657 | #endif |
1646 | #endif |
1658 | } |
|
|
1659 | |
1647 | |
1660 | SET_ANIMATION (arrow, arrow->direction); |
1648 | SET_ANIMATION (arrow, arrow->direction); |
1661 | |
1649 | |
1662 | /* update the speed */ |
1650 | /* update the speed */ |
1663 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1651 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1664 | + bow->stats.dam / 7.0; |
1652 | + bow->stats.dam / 7.f; |
1665 | |
1653 | |
1666 | arrow->set_speed (max (arrow->speed, 2.0)); |
1654 | arrow->set_speed (max (arrow->speed, 2.f)); |
1667 | arrow->speed_left = 0; |
1655 | arrow->speed_left = 0; |
1668 | |
1656 | |
1669 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1657 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1670 | |
1658 | |
1671 | if (op->type == PLAYER) |
1659 | if (op->type == PLAYER) |
… | |
… | |
1815 | object *tmp; |
1803 | object *tmp; |
1816 | |
1804 | |
1817 | if (item->arch) |
1805 | if (item->arch) |
1818 | { |
1806 | { |
1819 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1820 | item->face = item->arch->clone.face; |
1808 | item->face = item->arch->face; |
1821 | item->set_speed (0); |
1809 | item->set_speed (0); |
1822 | } |
1810 | } |
1823 | |
1811 | |
1824 | if ((tmp = item->in_player ())) |
1812 | if ((tmp = item->in_player ())) |
1825 | esrv_update_item (UPD_ANIM, tmp, item); |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1830 | } |
1818 | } |
1831 | } |
1819 | } |
1832 | |
1820 | |
1833 | /* Received a fire command for the player - go and do it. |
1821 | /* Received a fire command for the player - go and do it. |
1834 | */ |
1822 | */ |
1835 | void |
1823 | bool |
1836 | fire (object *op, int dir) |
1824 | fire (object *op, int dir) |
1837 | { |
1825 | { |
1838 | int spellcost = 0; |
1826 | int spellcost = 0; |
1839 | |
1827 | |
1840 | /* check for loss of invisiblity/hide */ |
1828 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1844 | player *pl = op->contr; |
1832 | player *pl = op->contr; |
1845 | |
1833 | |
1846 | if (pl->golem) |
1834 | if (pl->golem) |
1847 | { |
1835 | { |
1848 | control_golem (op->contr->golem, dir); |
1836 | control_golem (op->contr->golem, dir); |
1849 | return; |
1837 | return false; |
1850 | } |
1838 | } |
1851 | |
1839 | |
1852 | object *ob = pl->ranged_ob; |
1840 | object *ob = pl->ranged_ob; |
1853 | |
1841 | |
1854 | if (!ob) |
1842 | if (!ob) |
1855 | return; |
1843 | return false; |
1856 | |
1844 | |
1857 | if (!op->change_weapon (ob)) |
1845 | if (!op->change_weapon (ob)) |
1858 | return; |
1846 | return false; |
|
|
1847 | |
|
|
1848 | if (op->speed_left > 0.f) |
|
|
1849 | --op->speed_left; |
|
|
1850 | else |
|
|
1851 | return false; |
1859 | |
1852 | |
1860 | switch (ob->type) |
1853 | switch (ob->type) |
1861 | { |
1854 | { |
1862 | case BOW: |
1855 | case BOW: |
1863 | player_fire_bow (op, dir); |
1856 | player_fire_bow (op, dir); |
… | |
… | |
1877 | |
1870 | |
1878 | default: |
1871 | default: |
1879 | fire_misc_object (op, dir); |
1872 | fire_misc_object (op, dir); |
1880 | break; |
1873 | break; |
1881 | } |
1874 | } |
|
|
1875 | |
|
|
1876 | return true; |
1882 | } |
1877 | } |
1883 | |
1878 | |
1884 | /* find_key |
1879 | /* find_key |
1885 | * We try to find a key for the door as passed. If we find a key |
1880 | * We try to find a key for the door as passed. If we find a key |
1886 | * and successfully use it, we return the key, otherwise NULL |
1881 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1973 | * 0 otherwise |
1968 | * 0 otherwise |
1974 | */ |
1969 | */ |
1975 | static int |
1970 | static int |
1976 | player_attack_door (object *op, object *door) |
1971 | player_attack_door (object *op, object *door) |
1977 | { |
1972 | { |
1978 | /* If its a door, try to find a use a key. If we do destroy the door, |
1973 | /* If its a door, try to find a key. If we do destroy the door, |
1979 | * might as well return immediately as there is nothing more to do - |
1974 | * might as well return immediately as there is nothing more to do - |
1980 | * otherwise, we fall through to the rest of the code. |
1975 | * otherwise, we fall through to the rest of the code. |
1981 | */ |
1976 | */ |
1982 | object *key = find_key (op, op, door); |
1977 | object *key = find_key (op, op, door); |
1983 | |
1978 | |
1984 | /* IF we found a key, do some extra work */ |
1979 | /* If we found a key, do some extra work */ |
1985 | if (key) |
1980 | if (key) |
1986 | { |
1981 | { |
1987 | object *container = key->env; |
1982 | object *container = key->env; |
1988 | |
1983 | |
1989 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1984 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
… | |
… | |
2024 | * It should keep the code cleaner. |
2019 | * It should keep the code cleaner. |
2025 | * When this is called, the players direction has been updated |
2020 | * When this is called, the players direction has been updated |
2026 | * (taking into account confusion.) The player is also actually |
2021 | * (taking into account confusion.) The player is also actually |
2027 | * going to try and move (not fire weapons). |
2022 | * going to try and move (not fire weapons). |
2028 | */ |
2023 | */ |
2029 | void |
2024 | bool |
2030 | move_player_attack (object *op, int dir) |
2025 | move_player_attack (object *op, int dir) |
2031 | { |
2026 | { |
2032 | object *tmp, *mon; |
|
|
2033 | int on_battleground; |
2027 | int on_battleground; |
2034 | maptile *m; |
|
|
2035 | |
2028 | |
2036 | sint16 nx = freearr_x[dir] + op->x; |
2029 | sint16 nx = freearr_x[dir] + op->x; |
2037 | sint16 ny = freearr_y[dir] + op->y; |
2030 | sint16 ny = freearr_y[dir] + op->y; |
2038 | |
2031 | |
2039 | on_battleground = op_on_battleground (op, 0, 0); |
2032 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2033 | |
|
|
2034 | if (out_of_map (op->map, nx, ny)) |
|
|
2035 | return false; |
|
|
2036 | |
|
|
2037 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2038 | { |
|
|
2039 | --op->speed_left; |
|
|
2040 | return true; |
|
|
2041 | } |
2040 | |
2042 | |
2041 | /* If braced, or can't move to the square, and it is not out of the |
2043 | /* If braced, or can't move to the square, and it is not out of the |
2042 | * map, attack it. Note order of if statement is important - don't |
2044 | * map, attack it. Note order of if statement is important - don't |
2043 | * want to be calling move_ob if braced, because move_ob will move the |
2045 | * want to be calling move_ob if braced, because move_ob will move the |
2044 | * player. This is a pretty nasty hack, because if we could |
2046 | * player. This is a pretty nasty hack, because if we could |
2045 | * move to some space, it then means that if we are braced, we should |
2047 | * move to some space, it then means that if we are braced, we should |
2046 | * do nothing at all. As it is, if we are braced, we go through |
2048 | * do nothing at all. As it is, if we are braced, we go through |
2047 | * quite a bit of processing. However, it probably is less than what |
2049 | * quite a bit of processing. However, it probably is less than what |
2048 | * move_ob uses. |
2050 | * move_ob uses. |
2049 | */ |
2051 | */ |
2050 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2051 | { |
|
|
2052 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2053 | { |
|
|
2054 | m = op->map->xy_find (nx, ny); |
2052 | maptile *m = op->map->xy_find (nx, ny); |
2055 | if (!m) |
|
|
2056 | return; /* Don't think this should happen */ |
|
|
2057 | } |
|
|
2058 | else |
|
|
2059 | m = op->map; |
|
|
2060 | |
2053 | |
2061 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2062 | return; |
|
|
2063 | |
|
|
2064 | mon = 0; |
|
|
2065 | /* Go through all the objects, and find ones of interest. Only stop if |
2054 | /* Go through all the objects, and find ones of interest. Only stop if |
2066 | * we find a monster - that is something we know we want to attack. |
2055 | * we find a monster - that is something we know we want to attack. |
2067 | * if its a door or barrel (can roll) see if there may be monsters |
2056 | * if its a door or barrel (can roll) see if there may be monsters |
2068 | * on the space |
2057 | * on the space |
2069 | */ |
2058 | */ |
2070 | while (tmp) |
2059 | object *mon; |
2071 | { |
2060 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2072 | if (tmp == op) |
2061 | { |
2073 | { |
2062 | if ((mon->flag [FLAG_ALIVE] |
2074 | tmp = tmp->above; |
2063 | || mon->type == LOCKED_DOOR |
2075 | continue; |
2064 | || mon->flag [FLAG_CAN_ROLL]) |
2076 | } |
|
|
2077 | |
|
|
2078 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2079 | { |
|
|
2080 | mon = tmp; |
2065 | && mon != op) |
2081 | break; |
2066 | break; |
2082 | } |
2067 | } |
2083 | |
2068 | |
2084 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2085 | mon = tmp; |
|
|
2086 | |
|
|
2087 | tmp = tmp->above; |
|
|
2088 | } |
|
|
2089 | |
|
|
2090 | if (!mon) /* This happens anytime the player tries to move */ |
2069 | if (!mon) /* This happens anytime the player tries to move */ |
2091 | return; /* into a wall */ |
2070 | return false; /* into a wall */ |
2092 | |
2071 | |
2093 | if (mon->head) |
|
|
2094 | mon = mon->head; |
2072 | mon = mon->head_ (); |
2095 | |
2073 | |
2096 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2075 | if (op->contr->weapon_sp_left > 0.f) |
2097 | if (player_attack_door (op, mon)) |
2076 | if (player_attack_door (op, mon)) |
|
|
2077 | { |
|
|
2078 | --op->contr->weapon_sp_left; |
2098 | return; |
2079 | return true; |
|
|
2080 | } |
2099 | |
2081 | |
2100 | /* The following deals with possibly attacking peaceful |
2082 | /* The following deals with possibly attacking peaceful |
2101 | * or frienddly creatures. Basically, all players are considered |
2083 | * or friendly creatures. Basically, all players are considered |
2102 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * unaggressive. If the moving player has peaceful set, then the |
2103 | * object should be pushed instead of attacked. It is assumed that |
2085 | * object should be pushed instead of attacked. It is assumed that |
2104 | * if you are braced, you will not attack friends accidently, |
2086 | * if you are braced, you will not attack friends accidently, |
2105 | * and thus will not push them. |
2087 | * and thus will not push them. |
2106 | */ |
2088 | */ |
2107 | |
2089 | |
2108 | /* If the creature is a pet, push it even if the player is not |
2090 | /* If the creature is a pet, push it even if the player is not |
2109 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * peaceful. Our assumption is the creature is a pet if the |
2110 | * player owns it and it is either friendly or unagressive. |
2092 | * player owns it and it is either friendly or unagressive. |
2111 | */ |
2093 | */ |
2112 | if (op->type == PLAYER |
2094 | if (op->type == PLAYER |
2113 | && ((mon->owner && mon->owner->contr |
2095 | && ((mon->owner && mon->owner->contr |
2114 | && same_party (mon->owner->contr->party, op->contr->party)) |
2096 | && same_party (mon->owner->contr->party, op->contr->party)) |
2115 | || mon->owner == op) |
2097 | || mon->owner == op) |
2116 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2117 | { |
2099 | { |
2118 | /* If we're braced, we don't want to switch places with it */ |
2100 | /* If we're braced, we don't want to switch places with it */ |
2119 | if (op->contr->braced) |
2101 | if (op->contr->braced) |
2120 | return; |
2102 | return false; |
|
|
2103 | |
|
|
2104 | if (op->speed_left > 0.f) |
|
|
2105 | { |
|
|
2106 | --op->speed_left; |
2121 | |
2107 | |
2122 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2123 | push_ob (mon, dir, op); |
2109 | push_ob (mon, dir, op); |
|
|
2110 | |
2124 | if (op->contr->tmp_invis || op->hide) |
2111 | if (op->contr->tmp_invis || op->hide) |
2125 | make_visible (op); |
2112 | make_visible (op); |
2126 | |
2113 | |
2127 | return; |
2114 | return true; |
2128 | } |
2115 | } |
|
|
2116 | else |
|
|
2117 | return false; |
|
|
2118 | } |
2129 | |
2119 | |
2130 | /* in certain circumstances, you shouldn't attack friendly |
2120 | /* in certain circumstances, you shouldn't attack friendly |
2131 | * creatures. Note that if you are braced, you can't push |
2121 | * creatures. Note that if you are braced, you can't push |
2132 | * someone, but put it inside this loop so that you won't |
2122 | * someone, but put it inside this loop so that you won't |
2133 | * attack them either. |
2123 | * attack them either. |
2134 | */ |
2124 | */ |
2135 | if ((mon->type == PLAYER || mon->enemy != op) |
2125 | if ((mon->type == PLAYER || mon->enemy != op) |
2136 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2126 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2137 | && ((op->contr->peaceful |
2127 | && ((op->contr->peaceful |
2138 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2128 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2139 | && !on_battleground)) |
2129 | && !on_battleground)) |
|
|
2130 | { |
|
|
2131 | if (op->speed_left > 0.f) |
2140 | { |
2132 | { |
|
|
2133 | --op->speed_left; |
|
|
2134 | |
2141 | if (!op->contr->braced) |
2135 | if (!op->contr->braced) |
2142 | { |
2136 | { |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2144 | push_ob (mon, dir, op); |
2138 | push_ob (mon, dir, op); |
2145 | } |
2139 | } |
2146 | else |
2140 | else |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2148 | |
2142 | |
2149 | if (op->contr->tmp_invis || op->hide) |
2143 | if (op->contr->tmp_invis || op->hide) |
2150 | make_visible (op); |
2144 | make_visible (op); |
2151 | } |
|
|
2152 | |
2145 | |
|
|
2146 | return true; |
|
|
2147 | } |
|
|
2148 | } |
2153 | /* If the object is a boulder or other rollable object, then |
2149 | /* If the object is a boulder or other rollable object, then |
2154 | * roll it if not braced. You can't roll it if you are braced. |
2150 | * roll it if not braced. You can't roll it if you are braced. |
2155 | */ |
2151 | */ |
2156 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2152 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2153 | { |
|
|
2154 | if (op->speed_left > 0.f) |
2157 | { |
2155 | { |
|
|
2156 | --op->speed_left; |
|
|
2157 | |
2158 | recursive_roll (mon, dir, op); |
2158 | recursive_roll (mon, dir, op); |
2159 | if (action_makes_visible (op)) |
2159 | if (action_makes_visible (op)) |
2160 | make_visible (op); |
2160 | make_visible (op); |
2161 | } |
|
|
2162 | |
2161 | |
|
|
2162 | return true; |
|
|
2163 | } |
|
|
2164 | } |
2163 | /* Any generic living creature. Including things like doors. |
2165 | /* Any generic living creature. Including things like doors. |
2164 | * Way it works is like this: First, it must have some hit points |
2166 | * Way it works is like this: First, it must have some hit points |
2165 | * and be living. Then, it must be one of the following: |
2167 | * and be living. Then, it must be one of the following: |
2166 | * 1) Not a player, 2) A player, but of a different party. Note |
2168 | * 1) Not a player, 2) A player, but of a different party. Note |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2169 | * that party_number -1 is no party, so attacks can still happen. |
2168 | */ |
2170 | */ |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2171 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2172 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2171 | { |
2173 | { |
2172 | if (!op->contr->has_hit) |
2174 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2173 | { |
2175 | { |
2174 | op->contr->has_hit = 1; |
2176 | --op->contr->weapon_sp_left; |
2175 | op->speed_left += op->contr->weapon_sp - op->speed; |
|
|
2176 | } |
|
|
2177 | |
2177 | |
2178 | skill_attack (mon, op, 0, 0, 0); |
2178 | skill_attack (mon, op, 0, 0, 0); |
2179 | |
|
|
2180 | /* If attacking another player, that player gets automatic |
|
|
2181 | * hitback, and doesn't loose luck either. |
|
|
2182 | * Disable hitback on the battleground or if the target is |
|
|
2183 | * the wiz. |
|
|
2184 | */ |
|
|
2185 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2186 | { |
|
|
2187 | short luck = mon->stats.luck; |
|
|
2188 | |
|
|
2189 | mon->contr->has_hit = 1; |
|
|
2190 | skill_attack (op, mon, 0, 0, 0); |
|
|
2191 | mon->stats.luck = luck; |
|
|
2192 | } |
|
|
2193 | |
2179 | |
2194 | if (action_makes_visible (op)) |
2180 | if (action_makes_visible (op)) |
2195 | make_visible (op); |
2181 | make_visible (op); |
2196 | } |
|
|
2197 | } /* if player should attack something */ |
|
|
2198 | } |
|
|
2199 | |
2182 | |
2200 | int |
2183 | return true; |
|
|
2184 | } |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | return false; |
|
|
2188 | } |
|
|
2189 | |
|
|
2190 | bool |
2201 | move_player (object *op, int dir) |
2191 | move_player (object *op, int dir) |
2202 | { |
2192 | { |
2203 | int pick; |
2193 | int pick; |
2204 | |
2194 | |
2205 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2219 | op->facing = dir; |
2209 | op->facing = dir; |
2220 | |
2210 | |
2221 | if (op->hide) |
2211 | if (op->hide) |
2222 | do_hidden_move (op); |
2212 | do_hidden_move (op); |
2223 | |
2213 | |
|
|
2214 | bool retval; |
|
|
2215 | |
2224 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2225 | /*nop */ ; |
2217 | retval = RESULT_INT (0); |
2226 | else if (op->contr->fire_on) |
2218 | else if (op->contr->fire_on) |
2227 | fire (op, dir); |
2219 | retval = fire (op, dir); |
2228 | else |
2220 | else |
2229 | { |
2221 | { |
2230 | move_player_attack (op, dir); |
2222 | retval = move_player_attack (op, dir); |
2231 | pick = check_pick (op); |
2223 | pick = check_pick (op); |
2232 | } |
2224 | } |
2233 | |
2225 | |
2234 | /* Add special check for newcs players and fire on - this way, the |
2226 | /* Add special check for newcs players and fire on - this way, the |
2235 | * server can handle repeat firing. |
2227 | * server can handle repeat firing. |
… | |
… | |
2242 | /* Update how the player looks. Use the facing, so direction may |
2234 | /* Update how the player looks. Use the facing, so direction may |
2243 | * get reset to zero. This allows for full animation capabilities |
2235 | * get reset to zero. This allows for full animation capabilities |
2244 | * for players. |
2236 | * for players. |
2245 | */ |
2237 | */ |
2246 | animate_object (op, op->facing); |
2238 | animate_object (op, op->facing); |
2247 | return 0; |
2239 | |
|
|
2240 | return retval; |
2248 | } |
2241 | } |
2249 | |
2242 | |
2250 | /* This is similar to handle_player, below, but is only used by the |
2243 | /* This is similar to handle_player, below, but is only used by the |
2251 | * new client/server stuff. |
2244 | * new client/server stuff. |
2252 | * This is sort of special, in that the new client/server actually uses |
2245 | * This is sort of special, in that the new client/server actually uses |
2253 | * the new speed values for commands. |
2246 | * the new speed values for commands. |
2254 | * |
2247 | * |
2255 | * Returns true if there are more actions we can do. |
2248 | * Returns true if there are more actions we can do. Should not do |
|
|
2249 | * many actions in a row, as that would be too unfair to other |
|
|
2250 | * players. |
2256 | */ |
2251 | */ |
2257 | int |
2252 | bool |
2258 | handle_newcs_player (object *op) |
2253 | handle_newcs_player (object *op) |
2259 | { |
2254 | { |
2260 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2255 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | { |
2256 | { |
2262 | flee_player (op); |
2257 | if (op->speed_left > 0.f) |
2263 | |
|
|
2264 | /* If player is still scared, that is his action for this tick */ |
|
|
2265 | if (op->flag [FLAG_SCARED]) |
|
|
2266 | { |
2258 | { |
2267 | --op->speed_left; |
2259 | --op->speed_left; |
|
|
2260 | flee_player (op); |
|
|
2261 | |
2268 | return 0; |
2262 | return true; |
2269 | } |
2263 | } |
|
|
2264 | else |
|
|
2265 | return false; |
2270 | } |
2266 | } |
2271 | |
2267 | |
2272 | /* call this here - we also will call this in do_ericserver, but |
2268 | /* call this here - we also will call this in do_ericserver, but |
2273 | * the players time has been increased when doericserver has been |
2269 | * the players time has been increased when doericserver has been |
2274 | * called, so we recheck it here. |
2270 | * called, so we recheck it here. |
2275 | */ |
2271 | */ |
2276 | if (op->contr->ns->handle_command ()) |
2272 | if (op->contr->ns->handle_command ()) |
2277 | return 1; |
2273 | return true; |
2278 | |
2274 | |
2279 | if (op->speed_left > 0.f) |
|
|
2280 | { |
|
|
2281 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2275 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2282 | { |
|
|
2283 | /* All move commands take 1 tick, at least for now */ |
|
|
2284 | --op->speed_left; |
|
|
2285 | |
|
|
2286 | /* Instead of all the stuff below, let move_player take care |
|
|
2287 | * of it. Also, some of the skill stuff is only put in |
|
|
2288 | * there, as well as the confusion stuff. |
|
|
2289 | */ |
|
|
2290 | move_player (op, op->direction); |
2276 | return move_player (op, op->direction); |
2291 | |
2277 | |
2292 | return op->speed_left > 0.f; |
|
|
2293 | } |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | return 0; |
2278 | return false; |
2297 | } |
2279 | } |
2298 | |
2280 | |
2299 | int |
2281 | int |
2300 | save_life (object *op) |
2282 | save_life (object *op) |
2301 | { |
2283 | { |
… | |
… | |
3054 | } |
3036 | } |
3055 | |
3037 | |
3056 | int |
3038 | int |
3057 | is_true_undead (object *op) |
3039 | is_true_undead (object *op) |
3058 | { |
3040 | { |
3059 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3041 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3060 | return 1; |
3042 | return 1; |
3061 | |
3043 | |
3062 | return 0; |
3044 | return 0; |
3063 | } |
3045 | } |
3064 | |
3046 | |
… | |
… | |
3108 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3090 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3109 | * every time they move - as we subtract off 'invisibility' |
3091 | * every time they move - as we subtract off 'invisibility' |
3110 | * AND, for players, if they move into a ridiculously unhideable |
3092 | * AND, for players, if they move into a ridiculously unhideable |
3111 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3093 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3112 | */ |
3094 | */ |
3113 | |
|
|
3114 | void |
3095 | void |
3115 | do_hidden_move (object *op) |
3096 | do_hidden_move (object *op) |
3116 | { |
3097 | { |
3117 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3098 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3118 | object *skop; |
3099 | object *skop; |
… | |
… | |
3235 | * a blocked los square. |
3216 | * a blocked los square. |
3236 | * we use the archetype to figure out offsets. |
3217 | * we use the archetype to figure out offsets. |
3237 | */ |
3218 | */ |
3238 | while (op) |
3219 | while (op) |
3239 | { |
3220 | { |
3240 | dx = rv.distance_x + op->arch->clone.x; |
3221 | dx = rv.distance_x + op->arch->x; |
3241 | dy = rv.distance_y + op->arch->clone.y; |
3222 | dy = rv.distance_y + op->arch->y; |
3242 | |
3223 | |
3243 | /* only the viewable area the player sees is updated by LOS |
3224 | /* only the viewable area the player sees is updated by LOS |
3244 | * code, so we need to restrict ourselves to that range of values |
3225 | * code, so we need to restrict ourselves to that range of values |
3245 | * for any meaningful values. |
3226 | * for any meaningful values. |
3246 | */ |
3227 | */ |
… | |
… | |
3371 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3352 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3372 | return; |
3353 | return; |
3373 | } |
3354 | } |
3374 | |
3355 | |
3375 | /* everything seems okay - now bring on the gift: */ |
3356 | /* everything seems okay - now bring on the gift: */ |
3376 | item = &(tr->item->clone); |
3357 | item = tr->item; |
3377 | |
3358 | |
3378 | if (item->type == SPELL) |
3359 | if (item->type == SPELL) |
3379 | { |
3360 | { |
3380 | if (check_spell_known (who, item->name)) |
3361 | if (check_spell_known (who, item->name)) |
3381 | return; |
3362 | return; |
… | |
… | |
3441 | /* forces in the treasurelist can alter the player's stats */ |
3422 | /* forces in the treasurelist can alter the player's stats */ |
3442 | object *skin; |
3423 | object *skin; |
3443 | |
3424 | |
3444 | /* first get the dragon skin force */ |
3425 | /* first get the dragon skin force */ |
3445 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3426 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3446 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3427 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3447 | ; |
3428 | ; |
3448 | |
3429 | |
3449 | if (!skin) |
3430 | if (!skin) |
3450 | return; |
3431 | return; |
3451 | |
3432 | |