1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
107 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
108 | |
108 | |
109 | ob->update_weight (); |
109 | ob->update_weight (); |
110 | link_skills (); |
110 | link_skills (); |
111 | |
111 | |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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113 | |
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114 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
115 | |
113 | |
116 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
117 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
118 | { |
116 | { |
119 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
120 | |
118 | |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
122 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
136 | |
134 | |
137 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
138 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
139 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
140 | |
138 | |
141 | activate (); |
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142 | |
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143 | INVOKE_PLAYER (CONNECT, this); |
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144 | INVOKE_PLAYER (LOGIN, this); |
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145 | } |
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146 | |
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147 | void |
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148 | player::disconnect () |
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149 | { |
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150 | if (ob) |
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151 | { |
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152 | ob->close_container (); //TODO: client-specific |
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153 | ob->drop_unpaid_items (); |
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154 | } |
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155 | |
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156 | if (ns) |
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157 | { |
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158 | if (active) |
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159 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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160 | |
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161 | INVOKE_PLAYER (DISCONNECT, this); |
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162 | |
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163 | ns->reset_stats (); |
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164 | ns->pl = 0; |
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165 | ns = 0; |
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166 | } |
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167 | |
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168 | // this is important for the player scheduler to get the correct refcount |
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169 | // when ns = 0 |
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170 | observe = viewpoint = ob; |
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171 | |
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172 | deactivate (); |
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173 | } |
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174 | |
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175 | //-GPL |
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176 | |
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177 | // the need for this function can be explained |
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178 | // by load_object not returning the object |
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179 | void |
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180 | player::set_object (object *op) |
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181 | { |
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182 | ob = observe = viewpoint = op; |
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183 | ob->contr = this; /* this aren't yet in archetype */ |
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184 | |
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185 | ob->speed = 1.0f; |
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186 | ob->speed_left = 0.5f; |
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187 | |
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188 | ob->direction = 5; /* So player faces south */ |
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189 | |
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190 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
191 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
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141 | ob->flag [FLAG_READY_RANGE] = false; |
192 | ob->flag [FLAG_READY_BOW] = false; |
142 | ob->flag [FLAG_READY_BOW] = false; |
193 | |
143 | |
194 | for (object *op = ob->inv; op; op = op->below) |
144 | for (object *op = ob->inv; op; op = op->below) |
195 | if (op->flag [FLAG_APPLIED]) |
145 | if (op->flag [FLAG_APPLIED]) |
196 | switch (op->type) |
146 | switch (op->type) |
197 | { |
147 | { |
198 | case SKILL: |
148 | case SKILL: |
199 | ob->flag [FLAG_APPLIED] = false; |
149 | op->flag [FLAG_APPLIED] = false; |
200 | break; |
150 | break; |
201 | |
151 | |
202 | case WAND: |
152 | case WAND: |
203 | case ROD: |
153 | case ROD: |
204 | case HORN: |
154 | case HORN: |
… | |
… | |
209 | case WEAPON: |
159 | case WEAPON: |
210 | combat_ob = op; |
160 | combat_ob = op; |
211 | break; |
161 | break; |
212 | } |
162 | } |
213 | |
163 | |
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164 | ob->current_weapon = 0; |
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
165 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
215 | ob->deactivate (); // change_weapon activates, fix this better |
166 | activate (); // change_weapon also activates, but this doesn't hurt |
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167 | |
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168 | INVOKE_PLAYER (CONNECT, this); |
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169 | INVOKE_PLAYER (LOGIN, this); |
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170 | } |
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171 | |
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172 | void |
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173 | player::disconnect () |
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174 | { |
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175 | if (ob) |
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176 | { |
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177 | ob->close_container (); //TODO: client-specific |
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178 | ob->drop_unpaid_items (); |
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179 | } |
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180 | |
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181 | if (ns) |
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182 | { |
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183 | if (active) |
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184 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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185 | |
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186 | INVOKE_PLAYER (DISCONNECT, this); |
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187 | |
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188 | ns->reset_stats (); |
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189 | ns->pl = 0; |
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190 | ns = 0; |
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191 | } |
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192 | |
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193 | // this is important for the player scheduler to get the correct refcount |
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194 | // when ns = 0 |
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195 | observe = viewpoint = ob; |
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196 | |
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197 | deactivate (); |
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198 | } |
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199 | |
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200 | //-GPL |
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201 | |
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202 | // the need for this function can be explained |
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203 | // by load_object not returning the object |
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204 | void |
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205 | player::set_object (object *op) |
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206 | { |
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207 | ob = observe = viewpoint = op; |
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208 | ob->contr = this; /* this aren't yet in archetype */ |
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209 | |
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210 | ob->speed = 1.0f; |
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211 | ob->speed_left = 0.5f; |
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212 | |
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213 | ob->direction = 5; /* So player faces south */ |
216 | } |
214 | } |
217 | |
215 | |
218 | void |
216 | void |
219 | player::set_observe (object *op) |
217 | player::set_observe (object *op) |
220 | { |
218 | { |
… | |
… | |
310 | player * |
308 | player * |
311 | player::create () |
309 | player::create () |
312 | { |
310 | { |
313 | player *pl = new player; |
311 | player *pl = new player; |
314 | |
312 | |
315 | pl->set_object (arch_to_object (get_player_archetype (0))); |
313 | pl->set_object (get_player_archetype (0)->instance ()); |
316 | |
314 | |
317 | pl->ob->roll_stats (); |
315 | pl->ob->roll_stats (); |
318 | pl->ob->stats.wc = 2; |
316 | pl->ob->stats.wc = 2; |
319 | pl->ob->run_away = 25; /* Then we panick... */ |
317 | pl->ob->run_away = 25; /* Then we panick... */ |
320 | |
318 | |
… | |
… | |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
635 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
638 | } |
636 | } |
639 | |
637 | |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
638 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
641 | static int |
639 | static int |
642 | roll_stat (void) |
640 | roll_stat () |
643 | { |
641 | { |
644 | int a[4], i, j, k; |
642 | int a[4], i, j, k; |
645 | |
643 | |
646 | for (i = 0; i < 4; i++) |
644 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
645 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
841 | dir = absdir (4 + rv.direction); |
839 | dir = absdir (4 + rv.direction); |
842 | for (diff = 0; diff < 3; diff++) |
840 | for (diff = 0; diff < 3; diff++) |
843 | { |
841 | { |
844 | int m = 1 - rndm (2) * 2; |
842 | int m = 1 - rndm (2) * 2; |
845 | |
843 | |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
844 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
847 | return; |
845 | return; |
848 | } |
846 | } |
849 | |
847 | |
850 | /* Cornered, get rid of scared */ |
848 | /* Cornered, get rid of scared */ |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
849 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
861 | { |
859 | { |
862 | object *tmp, *next; |
860 | object *tmp, *next; |
863 | int stop = 0; |
861 | int stop = 0; |
864 | int wvratio; |
862 | int wvratio; |
865 | |
863 | |
866 | /* if you're flying, you cna't pick up anything */ |
864 | /* if you're flying, you can't pick up anything */ |
867 | if (op->move_type & MOVE_FLYING) |
865 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
866 | return 1; |
869 | |
867 | |
870 | next = op->below; |
868 | next = op->below; |
871 | |
869 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
870 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
871 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
874 | |
872 | |
875 | /* loop while there are items on the floor that are not marked as |
873 | /* loop while there are items on the floor that are not marked as |
876 | * destroyed */ |
874 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
875 | while (next && !next->destroyed ()) |
… | |
… | |
1002 | continue; |
1000 | continue; |
1003 | } |
1001 | } |
1004 | |
1002 | |
1005 | /* wands/staves/rods/horns */ |
1003 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1004 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1005 | if (tmp->type == WAND |
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|
1006 | || tmp->type == ROD |
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|
1007 | || tmp->type == HORN |
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|
1008 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
1009 | { |
1009 | CHK_PICK_PICKUP; |
1010 | CHK_PICK_PICKUP; |
1010 | continue; |
1011 | continue; |
1011 | } |
1012 | } |
1012 | |
1013 | |
1013 | /* pick up all magical items */ |
1014 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1016 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
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|
1017 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1016 | { |
1018 | { |
1017 | CHK_PICK_PICKUP; |
1019 | CHK_PICK_PICKUP; |
1018 | continue; |
1020 | continue; |
1019 | } |
1021 | } |
1020 | |
1022 | |
… | |
… | |
1027 | } |
1029 | } |
1028 | } |
1030 | } |
1029 | |
1031 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1032 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1033 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1034 | if (tmp->type == RING |
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|
1035 | || tmp->type == AMULET |
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|
1036 | || tmp->type == GIRDLE |
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|
1037 | || tmp->type == SKILL_TOOL) |
1033 | { |
1038 | { |
1034 | CHK_PICK_PICKUP; |
1039 | CHK_PICK_PICKUP; |
1035 | continue; |
1040 | continue; |
1036 | } |
1041 | } |
1037 | |
1042 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1091 | CHK_PICK_PICKUP; |
1087 | continue; |
1092 | continue; |
1088 | } |
1093 | } |
1089 | |
1094 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1095 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1096 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1097 | { |
1093 | CHK_PICK_PICKUP; |
1098 | CHK_PICK_PICKUP; |
1094 | continue; |
1099 | continue; |
1095 | } |
1100 | } |
1096 | |
1101 | |
… | |
… | |
1688 | |
1693 | |
1689 | case SKILL: |
1694 | case SKILL: |
1690 | do_skill (op, op, ob, dir, 0); |
1695 | do_skill (op, op, ob, dir, 0); |
1691 | break; |
1696 | break; |
1692 | |
1697 | |
|
|
1698 | case SKILL_TOOL: |
|
|
1699 | // change_weapon ensures that chosen_skill is uptodate |
|
|
1700 | do_skill (op, op, op->chosen_skill, dir, 0); |
|
|
1701 | break; |
|
|
1702 | |
1693 | default: |
1703 | default: |
1694 | fire_misc_object (op, dir); |
1704 | fire_misc_object (op, dir); |
1695 | break; |
1705 | break; |
1696 | } |
1706 | } |
1697 | |
1707 | |
… | |
… | |
1852 | * going to try and move (not fire weapons). |
1862 | * going to try and move (not fire weapons). |
1853 | */ |
1863 | */ |
1854 | bool |
1864 | bool |
1855 | move_player_attack (object *op, int dir) |
1865 | move_player_attack (object *op, int dir) |
1856 | { |
1866 | { |
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1867 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1858 | { |
1868 | { |
1859 | --op->speed_left; |
1869 | --op->speed_left; |
1860 | return true; |
1870 | return true; |
1861 | } |
1871 | } |
1862 | |
1872 | |
1863 | int on_battleground; |
|
|
1864 | |
|
|
1865 | sint16 nx = freearr_x[dir] + op->x; |
1873 | sint16 nx = freearr_x[dir] + op->x; |
1866 | sint16 ny = freearr_y[dir] + op->y; |
1874 | sint16 ny = freearr_y[dir] + op->y; |
1867 | |
|
|
1868 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1869 | |
1875 | |
1870 | if (out_of_map (op->map, nx, ny)) |
1876 | if (out_of_map (op->map, nx, ny)) |
1871 | return false; |
1877 | return false; |
1872 | |
1878 | |
1873 | /* If braced, or can't move to the square, and it is not out of the |
1879 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1945 | } |
1951 | } |
1946 | else |
1952 | else |
1947 | return false; |
1953 | return false; |
1948 | } |
1954 | } |
1949 | |
1955 | |
|
|
1956 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1957 | |
1950 | /* in certain circumstances, you shouldn't attack friendly |
1958 | /* in certain circumstances, you shouldn't attack friendly |
1951 | * creatures. Note that if you are braced, you can't push |
1959 | * creatures. Note that if you are braced, you can't push |
1952 | * someone, but put it inside this loop so that you won't |
1960 | * someone, but put it inside this loop so that you won't |
1953 | * attack them either. |
1961 | * attack them either. |
1954 | */ |
1962 | */ |
… | |
… | |
2022 | { |
2030 | { |
2023 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2031 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2024 | return 0; |
2032 | return 0; |
2025 | |
2033 | |
2026 | /* Sanity check: make sure dir is valid */ |
2034 | /* Sanity check: make sure dir is valid */ |
2027 | if ((dir < 0) || (dir >= 9)) |
2035 | if (dir < 0 || dir >= 9) |
2028 | { |
2036 | { |
2029 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2037 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2030 | return 0; |
2038 | return 0; |
2031 | } |
2039 | } |
2032 | |
2040 | |
… | |
… | |
2470 | if (op_on_battleground (op, &x, &y)) |
2478 | if (op_on_battleground (op, &x, &y)) |
2471 | { |
2479 | { |
2472 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2480 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2473 | |
2481 | |
2474 | /* create a bodypart-trophy to make the winner happy */ |
2482 | /* create a bodypart-trophy to make the winner happy */ |
2475 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2483 | object *tmp = archetype::find (shstr_finger)->instance (); |
2476 | { |
2484 | |
2477 | tmp->name = format ("%s's finger" , &op->name); |
2485 | tmp->name = format ("%s's finger" , &op->name); |
2478 | tmp->name_pl = format ("%s's fingers", &op->name); |
2486 | tmp->name_pl = format ("%s's fingers", &op->name); |
2479 | tmp->msg = format ( |
2487 | tmp->msg = format ( |
2480 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2488 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2481 | &op->name, op->contr->title, |
2489 | &op->name, op->contr->title, |
2482 | (int)op->level, |
2490 | (int)op->level, |
2483 | op->contr->killer_name () |
2491 | op->contr->killer_name () |
2484 | ); |
2492 | ); |
2485 | tmp->value = 0, tmp->type = 0; |
2493 | tmp->value = 0, tmp->type = 0; |
2486 | tmp->materialname = "organics"; |
2494 | tmp->material = name_to_material (shstr_organic); |
2487 | tmp->insert_at (op, tmp); |
2495 | tmp->insert_at (op, tmp); |
2488 | } |
|
|
2489 | |
2496 | |
2490 | /* teleport defeated player to new destination */ |
2497 | /* teleport defeated player to new destination */ |
2491 | transfer_ob (op, x, y, 0, NULL); |
2498 | transfer_ob (op, x, y, 0, NULL); |
2492 | op->contr->braced = 0; |
2499 | op->contr->braced = 0; |
2493 | |
2500 | |
… | |
… | |
2561 | object *dep; |
2568 | object *dep; |
2562 | |
2569 | |
2563 | dep = present_arch_in_ob (deparch, op); |
2570 | dep = present_arch_in_ob (deparch, op); |
2564 | if (!dep) |
2571 | if (!dep) |
2565 | { |
2572 | { |
2566 | dep = arch_to_object (deparch); |
2573 | dep = deparch->instance (); |
2567 | insert_ob_in_ob (dep, op); |
2574 | insert_ob_in_ob (dep, op); |
2568 | } |
2575 | } |
2569 | lose_this_stat = 1; |
2576 | lose_this_stat = 1; |
2570 | if (settings.balanced_stat_loss) |
2577 | if (settings.balanced_stat_loss) |
2571 | { |
2578 | { |
… | |
… | |
2637 | #endif |
2644 | #endif |
2638 | |
2645 | |
2639 | /* Put a gravestone up where the character 'almost' died. List the |
2646 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | * exp loss on the stone. |
2647 | * exp loss on the stone. |
2641 | */ |
2648 | */ |
2642 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2649 | tmp = archetype::find (shstr_gravestone)->instance (); |
2643 | tmp->name = format ("%s's gravestone", &op->name); |
2650 | tmp->name = format ("%s's gravestone", &op->name); |
2644 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2651 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2645 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2652 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2646 | &op->name, op->contr->title, op->contr->killer_name ()); |
2653 | &op->name, op->contr->title, op->contr->killer_name ()); |
2647 | tmp->x = op->x, tmp->y = op->y; |
2654 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2743 | * fix_weight(): Check recursively the weight of all players, and fix |
2750 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * what needs to be fixed. Refresh windows and fix speed if anything |
2751 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * was changed. |
2752 | * was changed. |
2746 | */ |
2753 | */ |
2747 | void |
2754 | void |
2748 | fix_weight (void) |
2755 | fix_weight () |
2749 | { |
2756 | { |
2750 | for_all_players (pl) |
2757 | for_all_players (pl) |
2751 | { |
2758 | { |
2752 | sint32 old = pl->ob->carrying; |
2759 | sint32 old = pl->ob->carrying; |
2753 | |
2760 | |
… | |
… | |
2760 | } |
2767 | } |
2761 | } |
2768 | } |
2762 | } |
2769 | } |
2763 | |
2770 | |
2764 | void |
2771 | void |
2765 | fix_luck (void) |
2772 | fix_luck () |
2766 | { |
2773 | { |
2767 | for_all_players (pl) |
2774 | for_all_players (pl) |
2768 | if (!pl->ob->contr->ns->state) |
2775 | if (!pl->ob->contr->ns->state) |
2769 | pl->ob->change_luck (0); |
2776 | pl->ob->change_luck (0); |
2770 | } |
2777 | } |
… | |
… | |
3042 | && tmp->name == shstr_battleground |
3049 | && tmp->name == shstr_battleground |
3043 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3050 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | { |
3051 | { |
3045 | /* before we assign the exit, check if this is a teambattle */ |
3052 | /* before we assign the exit, check if this is a teambattle */ |
3046 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3053 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | { |
|
|
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3054 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3055 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3049 | { |
3056 | { |
3050 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3051 | { |
|
|
3052 | if (x && y) |
3057 | if (x && y) |
3053 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3058 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | |
3059 | |
3055 | return 1; |
3060 | return 1; |
3056 | } |
|
|
3057 | } |
3061 | } |
3058 | } |
|
|
3059 | |
3062 | |
3060 | if (x && y) |
3063 | if (x && y) |
3061 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3064 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3062 | |
3065 | |
3063 | return 1; |
3066 | return 1; |
… | |
… | |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3223 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3221 | } |
3224 | } |
3222 | else |
3225 | else |
3223 | { |
3226 | { |
3224 | /* generate misc. treasure */ |
3227 | /* generate misc. treasure */ |
3225 | tmp = arch_to_object (tr->item); |
3228 | tmp = tr->item->instance (); |
3226 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3229 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3227 | who->insert (tmp); |
3230 | who->insert (tmp); |
3228 | } |
3231 | } |
3229 | } |
3232 | } |
3230 | |
3233 | |
… | |
… | |
3234 | */ |
3237 | */ |
3235 | void |
3238 | void |
3236 | player_unready_range_ob (player *pl, object *ob) |
3239 | player_unready_range_ob (player *pl, object *ob) |
3237 | { |
3240 | { |
3238 | if (pl->ob->current_weapon == ob) |
3241 | if (pl->ob->current_weapon == ob) |
3239 | pl->ob->current_weapon = 0; |
3242 | pl->ob->change_weapon (0); |
3240 | |
3243 | |
3241 | if (pl->combat_ob == ob) |
3244 | if (pl->combat_ob == ob) |
3242 | pl->combat_ob = 0; |
3245 | pl->combat_ob = 0; |
3243 | |
3246 | |
3244 | if (pl->ranged_ob == ob) |
3247 | if (pl->ranged_ob == ob) |