1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | //+GPL |
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
26 | |
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
37 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
42 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
126 | |
126 | |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | |
128 | |
129 | esrv_new_player (this); |
129 | esrv_new_player (this); |
130 | |
130 | |
131 | ob->update_stats (); |
|
|
132 | |
|
|
133 | ns->floorbox_update (); |
|
|
134 | esrv_send_inventory (ob, ob); |
|
|
135 | esrv_add_spells (this, 0); |
|
|
136 | |
|
|
137 | ob->flag [FLAG_READY_WEAPON] = false; |
131 | ob->flag [FLAG_READY_WEAPON] = false; |
138 | ob->flag [FLAG_READY_SKILL] = false; |
132 | ob->flag [FLAG_READY_SKILL] = false; |
139 | ob->flag [FLAG_READY_RANGE] = false; |
133 | ob->flag [FLAG_READY_RANGE] = false; |
140 | ob->flag [FLAG_READY_BOW] = false; |
134 | ob->flag [FLAG_READY_BOW] = false; |
141 | |
135 | |
142 | ob->update_stats (); // we unapplied stuff above |
136 | ob->update_stats (); |
|
|
137 | |
|
|
138 | ns->floorbox_update (); |
|
|
139 | esrv_send_inventory (ob, ob); |
|
|
140 | esrv_add_spells (this, 0); |
|
|
141 | |
143 | activate (); |
142 | activate (); |
144 | |
143 | |
145 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
147 | } |
146 | } |
… | |
… | |
182 | player::set_object (object *op) |
181 | player::set_object (object *op) |
183 | { |
182 | { |
184 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
185 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
186 | |
185 | |
187 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
188 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
189 | |
188 | |
190 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
191 | } |
190 | } |
192 | |
191 | |
… | |
… | |
374 | */ |
373 | */ |
375 | int |
374 | int |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
377 | { |
376 | { |
378 | rv_vector rv; |
377 | rv_vector rv; |
379 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
380 | |
379 | |
381 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
382 | |
381 | |
383 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
384 | return 0; |
383 | return 0; |
… | |
… | |
537 | } |
536 | } |
538 | } |
537 | } |
539 | |
538 | |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
541 | * _very_ confusing effects for players), which could for instance be |
540 | * _very_ confusing effects for players), which could for instance be |
542 | * generated by bad treasurelists. - elmex |
541 | * generated by multiple treasurelists specifying the same skills. |
543 | */ |
542 | */ |
544 | if (op->type == SKILL) |
543 | if (op->type == SKILL) |
545 | { |
544 | { |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
548 | { |
547 | { |
549 | op->destroy (); |
548 | op->destroy (); |
550 | LOG (llevError, |
|
|
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
552 | break; |
549 | break; |
553 | } |
550 | } |
554 | |
551 | |
555 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
556 | op->nrof = 1; |
553 | op->nrof = 1; |
… | |
… | |
609 | roll_stat () |
606 | roll_stat () |
610 | { |
607 | { |
611 | int a[4], i, j, k; |
608 | int a[4], i, j, k; |
612 | |
609 | |
613 | for (i = 0; i < 4; i++) |
610 | for (i = 0; i < 4; i++) |
614 | a[i] = (int) rndm (6) + 1; |
611 | a[i] = rndm (1, 6); |
615 | |
612 | |
616 | for (i = 0, j = 0, k = 7; i < 4; i++) |
613 | for (i = 0, j = 0, k = 7; i < 4; i++) |
617 | if (a[i] < k) |
614 | if (a[i] < k) |
618 | k = a[i], j = i; |
615 | k = a[i], j = i; |
619 | |
616 | |
… | |
… | |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
713 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
717 | if (tl) |
714 | if (tl) |
718 | create_treasure (tl, ob, 0, 0, 0); |
715 | create_treasure (tl, ob, 0, 0, 0); |
719 | |
716 | |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
717 | INVOKE_PLAYER (BIRTH, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
722 | |
718 | |
723 | ob->contr->ns->state = ST_PLAYING; |
719 | ob->contr->ns->state = ST_PLAYING; |
724 | |
720 | |
725 | if (ob->msg) |
721 | if (ob->msg) |
726 | ob->msg = 0; |
722 | ob->msg = 0; |
… | |
… | |
736 | */ |
732 | */ |
737 | if (*first_map_ext_path) |
733 | if (*first_map_ext_path) |
738 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
734 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
739 | else |
735 | else |
740 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
737 | } |
|
|
738 | |
|
|
739 | /* |
|
|
740 | * Returns true if the given player is a legal class. |
|
|
741 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
742 | * check if the stat becomes negative, thus this function |
|
|
743 | * merely checks that all stats are 1 or more, and returns |
|
|
744 | * false otherwise. |
|
|
745 | */ |
|
|
746 | static int |
|
|
747 | allowed_class (const object *op) |
|
|
748 | { |
|
|
749 | return op->stats.Dex > 0 |
|
|
750 | && op->stats.Str > 0 |
|
|
751 | && op->stats.Con > 0 |
|
|
752 | && op->stats.Int > 0 |
|
|
753 | && op->stats.Wis > 0 |
|
|
754 | && op->stats.Pow > 0 |
|
|
755 | && op->stats.Cha > 0; |
741 | } |
756 | } |
742 | |
757 | |
743 | void |
758 | void |
744 | player::chargen_race_next () |
759 | player::chargen_race_next () |
745 | { |
760 | { |
… | |
… | |
1447 | #endif |
1462 | #endif |
1448 | |
1463 | |
1449 | SET_ANIMATION (arrow, arrow->direction); |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1450 | |
1465 | |
1451 | /* update the speed */ |
1466 | /* update the speed */ |
1452 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1453 | + bow->stats.dam / 7.f; |
|
|
1454 | |
1467 | |
1455 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1456 | arrow->speed_left = 0; |
1468 | arrow->speed_left = 0; |
|
|
1469 | arrow->set_speed (max (2.f, |
|
|
1470 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1471 | + bow->stats.dam / 7.f |
|
|
1472 | )); |
1457 | |
1473 | |
1458 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1474 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1459 | |
1475 | |
1460 | if (op->type == PLAYER) |
1476 | if (op->type == PLAYER) |
1461 | { |
1477 | { |
… | |
… | |
1594 | |
1610 | |
1595 | if (item->type == WAND) |
1611 | if (item->type == WAND) |
1596 | { |
1612 | { |
1597 | if (!(--item->stats.food)) |
1613 | if (!(--item->stats.food)) |
1598 | { |
1614 | { |
1599 | object *tmp; |
|
|
1600 | |
|
|
1601 | if (item->arch) |
1615 | if (item->arch) |
1602 | { |
1616 | { |
1603 | item->clr_flag (FLAG_ANIMATE); |
1617 | item->clr_flag (FLAG_ANIMATE); |
1604 | item->face = item->arch->face; |
1618 | item->face = item->arch->face; |
1605 | item->set_speed (0); |
1619 | item->set_speed (0); |
… | |
… | |
1868 | || mon->flag [FLAG_CAN_ROLL]) |
1882 | || mon->flag [FLAG_CAN_ROLL]) |
1869 | && mon != op) |
1883 | && mon != op) |
1870 | break; |
1884 | break; |
1871 | } |
1885 | } |
1872 | |
1886 | |
1873 | if (!mon) /* This happens anytime the player tries to move */ |
1887 | /* no monster == player tries to move into a wall or so */ |
1874 | return false; /* into a wall */ |
1888 | if (!mon) |
|
|
1889 | { |
|
|
1890 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1891 | if (op->move_type & ob->move_block) |
|
|
1892 | { |
|
|
1893 | if (ob->move_block == MOVE_ALL) |
|
|
1894 | move_into_wall (op, ob); |
|
|
1895 | else |
|
|
1896 | { |
|
|
1897 | if (op->contr->ns->bumpmsg) |
|
|
1898 | { |
|
|
1899 | op->play_sound (sound_find ("blocked_move")); |
|
|
1900 | |
|
|
1901 | op->statusmsg (ob->invisible |
|
|
1902 | ? "Something blocks you." |
|
|
1903 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1904 | ); |
|
|
1905 | } |
|
|
1906 | } |
|
|
1907 | |
|
|
1908 | break; |
|
|
1909 | } |
|
|
1910 | |
|
|
1911 | return false; |
|
|
1912 | } |
1875 | |
1913 | |
1876 | mon = mon->head_ (); |
1914 | mon = mon->head_ (); |
1877 | |
1915 | |
1878 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1916 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1879 | if (op->contr->weapon_sp_left > 0.f) |
1917 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1994 | } |
2032 | } |
1995 | |
2033 | |
1996 | bool |
2034 | bool |
1997 | move_player (object *op, int dir) |
2035 | move_player (object *op, int dir) |
1998 | { |
2036 | { |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2037 | if (!op->map || op->map->state != MAP_ACTIVE) |
2000 | return 0; |
2038 | return 0; |
2001 | |
2039 | |
2002 | /* Sanity check: make sure dir is valid */ |
2040 | /* Sanity check: make sure dir is valid */ |
2003 | if (dir < 0 || dir > 8) |
2041 | if (dir < 0 || dir > 8) |
2004 | { |
2042 | { |
… | |
… | |
2145 | void |
2183 | void |
2146 | do_some_living (object *op) |
2184 | do_some_living (object *op) |
2147 | { |
2185 | { |
2148 | int last_food = op->stats.food; |
2186 | int last_food = op->stats.food; |
2149 | int gen_hp, gen_sp, gen_grace; |
2187 | int gen_hp, gen_sp, gen_grace; |
2150 | int over_hp, over_sp, over_grace; |
|
|
2151 | int i; |
|
|
2152 | int rate_hp = 1200; |
2188 | int rate_hp = 1200; |
2153 | int rate_sp = 2500; |
2189 | int rate_sp = 2500; |
2154 | int rate_grace = 2000; |
2190 | int rate_grace = 2000; |
2155 | const int max_hp = 1; |
2191 | const int max_hp = 1; |
2156 | const int max_sp = 1; |
2192 | const int max_sp = 1; |
2157 | const int max_grace = 1; |
2193 | const int max_grace = 1; |
2158 | |
2194 | |
|
|
2195 | #if 0 |
2159 | if (op->contr->hidden) |
2196 | if (op->contr->hidden) |
2160 | { |
2197 | { |
2161 | op->invisible = 1000; |
2198 | op->invisible = 1000; |
2162 | /* the socket code flashes the player visible/invisible |
2199 | /* the socket code flashes the player visible/invisible |
2163 | * depending on the value of invisible, so we need to |
2200 | * depending on the value of invisible, so we need to |
2164 | * alternate it here for it to work correctly. |
2201 | * alternate it here for it to work correctly. |
2165 | */ |
2202 | */ |
2166 | if (pticks & 2) |
2203 | if (server_tick & 2) |
2167 | op->invisible--; |
2204 | op->invisible--; |
2168 | } |
2205 | } |
|
|
2206 | else |
|
|
2207 | #endif |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2208 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2170 | { |
2209 | { |
2171 | if (!op->invisible--) |
2210 | if (!op->invisible--) |
2172 | { |
2211 | { |
2173 | make_visible (op); |
2212 | make_visible (op); |
2174 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2213 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2208 | if (--op->last_grace < 0) |
2247 | if (--op->last_grace < 0) |
2209 | { |
2248 | { |
2210 | if (op->stats.grace < op->stats.maxgrace / 2) |
2249 | if (op->stats.grace < op->stats.maxgrace / 2) |
2211 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2250 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2212 | |
2251 | |
|
|
2252 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2253 | |
2213 | if (max_grace > 1) |
2254 | if (max_grace > 1) |
2214 | { |
2255 | { |
2215 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2256 | int over_grace = temp / rate_grace; |
|
|
2257 | |
2216 | if (over_grace > 0) |
2258 | if (over_grace > 0) |
2217 | { |
2259 | { |
2218 | op->stats.sp += over_grace |
2260 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2219 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2220 | op->last_grace = 0; |
2261 | op->last_grace = 0; |
2221 | } |
2262 | } |
2222 | else |
2263 | else |
2223 | { |
2264 | op->last_grace = rate_grace / temp; |
2224 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2225 | } |
|
|
2226 | } |
2265 | } |
2227 | else |
2266 | else |
2228 | { |
2267 | op->last_grace = rate_grace / temp; |
2229 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2268 | |
2230 | } |
|
|
2231 | /* wearing stuff doesn't detract from grace generation. */ |
2269 | /* wearing stuff doesn't detract from grace generation. */ |
2232 | } |
2270 | } |
2233 | |
2271 | |
2234 | if (op->stats.food > 0) |
2272 | if (op->stats.food > 0) |
2235 | { |
2273 | { |
… | |
… | |
2254 | } |
2292 | } |
2255 | } |
2293 | } |
2256 | |
2294 | |
2257 | if (max_sp > 1) |
2295 | if (max_sp > 1) |
2258 | { |
2296 | { |
2259 | over_sp = (gen_sp + 10) / rate_sp; |
2297 | int over_sp = (gen_sp + 10) / rate_sp; |
2260 | if (over_sp > 0) |
2298 | if (over_sp > 0) |
2261 | { |
2299 | { |
2262 | if (op->stats.sp < op->stats.maxsp) |
2300 | if (op->stats.sp < op->stats.maxsp) |
2263 | { |
2301 | { |
2264 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2302 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2296 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2334 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2297 | op->stats.food = last_food; |
2335 | op->stats.food = last_food; |
2298 | } |
2336 | } |
2299 | } |
2337 | } |
2300 | |
2338 | |
|
|
2339 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2340 | |
2301 | if (max_hp > 1) |
2341 | if (max_hp > 1) |
2302 | { |
2342 | { |
2303 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2343 | int over_hp = temp / rate_hp; |
2304 | |
2344 | |
2305 | if (over_hp > 0) |
2345 | if (over_hp > 0) |
2306 | { |
2346 | { |
2307 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2347 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2308 | op->last_heal = 0; |
2348 | op->last_heal = 0; |
2309 | } |
2349 | } |
2310 | else |
2350 | else |
2311 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2351 | op->last_heal = rate_hp / temp; |
2312 | } |
2352 | } |
2313 | else |
2353 | else |
2314 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2354 | op->last_heal = rate_hp / temp; |
2315 | } |
2355 | } |
2316 | } |
2356 | } |
2317 | |
2357 | |
2318 | /* Digestion */ |
2358 | /* Digestion */ |
2319 | if (--op->last_eat < 0) |
2359 | if (--op->last_eat < 0) |
… | |
… | |
2659 | if (will_kill_again) |
2699 | if (will_kill_again) |
2660 | { |
2700 | { |
2661 | object *force; |
2701 | object *force; |
2662 | int at; |
2702 | int at; |
2663 | |
2703 | |
2664 | force = get_archetype (FORCE_NAME); |
2704 | force = archetype::get (FORCE_NAME); |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2705 | /* 50 ticks should be enough time for the spell to abate */ |
2666 | force->speed = 0.1f; |
|
|
2667 | force->speed_left = -5.f; |
2706 | force->speed_left = -5.f; |
|
|
2707 | force->set_speed (0.1f); |
2668 | force->set_flag (FLAG_APPLIED); |
2708 | force->set_flag (FLAG_APPLIED); |
|
|
2709 | |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2710 | for (at = 0; at < NROFATTACKS; at++) |
2670 | if (will_kill_again & (1 << at)) |
2711 | if (will_kill_again & (1 << at)) |
2671 | force->resist[at] = 100; |
2712 | force->resist[at] = 100; |
2672 | |
2713 | |
2673 | insert_ob_in_ob (force, op); |
2714 | insert_ob_in_ob (force, op); |
… | |
… | |
2678 | } |
2719 | } |
2679 | |
2720 | |
2680 | static void |
2721 | static void |
2681 | loot_object (object *op) |
2722 | loot_object (object *op) |
2682 | { /* Grab and destroy some treasure */ |
2723 | { /* Grab and destroy some treasure */ |
2683 | object *tmp, *tmp2, *next; |
2724 | object *tmp, *next; |
2684 | |
2725 | |
2685 | op->close_container (); /* close open sack first */ |
2726 | op->close_container (); /* close open sack first */ |
2686 | |
2727 | |
2687 | for (tmp = op->inv; tmp; tmp = next) |
2728 | for (tmp = op->inv; tmp; tmp = next) |
2688 | { |
2729 | { |
… | |
… | |
2720 | void |
2761 | void |
2721 | fix_weight () |
2762 | fix_weight () |
2722 | { |
2763 | { |
2723 | for_all_players (pl) |
2764 | for_all_players (pl) |
2724 | { |
2765 | { |
2725 | sint32 old = pl->ob->carrying; |
2766 | weight_t old = pl->ob->carrying; |
2726 | |
2767 | |
2727 | pl->ob->update_weight (); |
2768 | pl->ob->update_weight (); |
2728 | |
2769 | |
2729 | if (old != pl->ob->carrying) |
2770 | if (old != pl->ob->carrying) |
2730 | { |
2771 | { |
… | |
… | |
2925 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2966 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2926 | { |
2967 | { |
2927 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2968 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2928 | return 1; |
2969 | return 1; |
2929 | else if (tmp->type == PLAYER) |
2970 | else if (tmp->type == PLAYER) |
2930 | { |
|
|
2931 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2933 | return 1; |
2971 | return 1; |
2934 | } |
|
|
2935 | } |
2972 | } |
2936 | } |
2973 | } |
2937 | return 0; |
2974 | return 0; |
2938 | } |
2975 | } |
2939 | |
2976 | |
2940 | /* check the player los field for viewability of the |
2977 | /* check the player los field for viewability of the |
2941 | * object op. This function works fine for monsters, |
2978 | * object op. This function works fine for monsters, |
2942 | * but we dont worry if the object isnt the top one in |
2979 | * but we dont worry if the object isnt the top one in |
2943 | * a pile (say a coin under a table would return "viewable" |
2980 | * a pile (say a coin under a table would return "viewable" |
2944 | * by this routine). Another question, should we be |
2981 | * by this routine). Another question, should we be |
2945 | * concerned with the direction the player is looking |
2982 | * concerned with the direction the player is looking |
2946 | * in? Realistically, most of us can't see stuff behind |
2983 | * in? Realistically, most of us can't see stuff behind |
2947 | * our backs...on the other hand, does the "facing" direction |
2984 | * our backs...on the other hand, does the "facing" direction |
2948 | * imply the way your head, or body is facing? It's possible |
2985 | * imply the way your head, or body is facing? It's possible |
2949 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2986 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2950 | * -b.t. |
2987 | * -b.t. |
2951 | * This function is now map tiling safe. |
2988 | * This function is now map tiling safe. |
2952 | */ |
2989 | */ |
2953 | int |
2990 | int |
2954 | player_can_view (object *pl, object *op) |
2991 | player_can_view (object *pl, object *op) |
2955 | { |
2992 | { |