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) |
… | |
… | |
181 | player::set_object (object *op) |
181 | player::set_object (object *op) |
182 | { |
182 | { |
183 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
184 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
185 | |
185 | |
186 | ob->set_speed (1.0f); |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
187 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
188 | |
188 | |
189 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
190 | } |
190 | } |
191 | |
191 | |
… | |
… | |
233 | disconnect (); |
233 | disconnect (); |
234 | |
234 | |
235 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
236 | |
236 | |
237 | if (ob) |
237 | if (ob) |
|
|
238 | { |
|
|
239 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
240 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
241 | //ob->contr = 0; |
238 | ob->destroy (); |
242 | ob->destroy (); |
|
|
243 | } |
239 | |
244 | |
240 | ob = observe = viewpoint = 0; |
245 | ob = observe = viewpoint = 0; |
241 | } |
246 | } |
242 | |
247 | |
243 | player::~player () |
248 | player::~player () |
… | |
… | |
327 | #endif |
332 | #endif |
328 | return op; |
333 | return op; |
329 | } |
334 | } |
330 | |
335 | |
331 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
336 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
332 | * result in a monster paths backtracking. It basically determines how large a |
337 | * result in a monster paths backtracking. It basically determines how large a |
333 | * detour a monster will take from the direction path when looking |
338 | * detour a monster will take from the direction path when looking |
334 | * for a path to the player. The values are in the amount of direction |
339 | * for a path to the player. The values are in the amount of direction |
335 | * the deviation is |
340 | * the deviation is |
336 | */ |
341 | */ |
337 | #define DETOUR_AMOUNT 2 |
342 | #define DETOUR_AMOUNT 2 |
… | |
… | |
373 | */ |
378 | */ |
374 | int |
379 | int |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
380 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | { |
381 | { |
377 | rv_vector rv; |
382 | rv_vector rv; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
383 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
379 | |
384 | |
380 | get_rangevector (mon, pl, &rv, 0); |
385 | get_rangevector (mon, pl, &rv, 0); |
381 | |
386 | |
382 | if (rv.distance < mindiff) |
387 | if (rv.distance < mindiff) |
383 | return 0; |
388 | return 0; |
… | |
… | |
416 | } |
421 | } |
417 | else |
422 | else |
418 | { |
423 | { |
419 | /* direct path is blocked - try taking a side step to |
424 | /* direct path is blocked - try taking a side step to |
420 | * either the left or right. |
425 | * either the left or right. |
421 | * Note increase the values in the loop below to be |
426 | * Note increase the values in the loop below to be |
422 | * more than -1/1 respectively will mean the monster takes |
427 | * more than -1/1 respectively will mean the monster takes |
423 | * bigger detour. Have to be careful about these values getting |
428 | * bigger detour. Have to be careful about these values getting |
424 | * too big (3 or maybe 4 or higher) as the monster may just try |
429 | * too big (3 or maybe 4 or higher) as the monster may just try |
425 | * stepping back and forth |
430 | * stepping back and forth |
426 | */ |
431 | */ |
… | |
… | |
511 | for (object *next, *op = pl->inv; op; op = next) |
516 | for (object *next, *op = pl->inv; op; op = next) |
512 | { |
517 | { |
513 | next = op->below; |
518 | next = op->below; |
514 | |
519 | |
515 | /* Forces get applied per default, unless they have the |
520 | /* Forces get applied per default, unless they have the |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
521 | * flag "neutral" set. Sorry but I can't think of a better way |
517 | */ |
522 | */ |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
523 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
519 | op->set_flag (FLAG_APPLIED); |
524 | op->set_flag (FLAG_APPLIED); |
520 | |
525 | |
521 | /* we never give weapons/armour if these cannot be used |
526 | /* we never give weapons/armour if these cannot be used |
522 | * by this player due to race restrictions |
527 | * by this player due to race restrictions |
523 | */ |
528 | */ |
524 | if (pl->type == PLAYER) |
529 | if (pl->type == PLAYER) |
525 | { |
530 | { |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
531 | if ((!pl->flag [FLAG_USE_ARMOUR] |
527 | && |
532 | && |
… | |
… | |
536 | } |
541 | } |
537 | } |
542 | } |
538 | |
543 | |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
544 | /* Here we remove duplicated skills (as duplicated spell objects have |
540 | * _very_ confusing effects for players), which could for instance be |
545 | * _very_ confusing effects for players), which could for instance be |
541 | * generated by bad treasurelists. - elmex |
546 | * generated by multiple treasurelists specifying the same skills. |
542 | */ |
547 | */ |
543 | if (op->type == SKILL) |
548 | if (op->type == SKILL) |
544 | { |
549 | { |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
550 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
551 | if (tmp->type == op->type && tmp->name == op->name) |
547 | { |
552 | { |
548 | op->destroy (); |
553 | op->destroy (); |
549 | LOG (llevError, |
|
|
550 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
551 | break; |
554 | break; |
552 | } |
555 | } |
553 | |
556 | |
554 | if (op->nrof > 1) |
557 | if (op->nrof > 1) |
555 | op->nrof = 1; |
558 | op->nrof = 1; |
… | |
… | |
734 | */ |
737 | */ |
735 | if (*first_map_ext_path) |
738 | if (*first_map_ext_path) |
736 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
739 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
737 | else |
740 | else |
738 | LOG (llevDebug, "first_map_ext_path not set\n"); |
741 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
742 | } |
|
|
743 | |
|
|
744 | /* |
|
|
745 | * Returns true if the given player is a legal class. |
|
|
746 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
747 | * check if the stat becomes negative, thus this function |
|
|
748 | * merely checks that all stats are 1 or more, and returns |
|
|
749 | * false otherwise. |
|
|
750 | */ |
|
|
751 | static int |
|
|
752 | allowed_class (const object *op) |
|
|
753 | { |
|
|
754 | return op->stats.Dex > 0 |
|
|
755 | && op->stats.Str > 0 |
|
|
756 | && op->stats.Con > 0 |
|
|
757 | && op->stats.Int > 0 |
|
|
758 | && op->stats.Wis > 0 |
|
|
759 | && op->stats.Pow > 0 |
|
|
760 | && op->stats.Cha > 0; |
739 | } |
761 | } |
740 | |
762 | |
741 | void |
763 | void |
742 | player::chargen_race_next () |
764 | player::chargen_race_next () |
743 | { |
765 | { |
… | |
… | |
1132 | } |
1154 | } |
1133 | |
1155 | |
1134 | /* routine for both players and monsters. We call this when |
1156 | /* routine for both players and monsters. We call this when |
1135 | * there is a possibility for our action distrubing our hiding |
1157 | * there is a possibility for our action distrubing our hiding |
1136 | * place or invisiblity spell. Artefact invisiblity causes |
1158 | * place or invisiblity spell. Artefact invisiblity causes |
1137 | * "noise" instead. If we arent invisible to begin with, we |
1159 | * "noise" instead. If we arent invisible to begin with, we |
1138 | * return 0. |
1160 | * return 0. |
1139 | */ |
1161 | */ |
1140 | static int |
1162 | static int |
1141 | action_makes_visible (object *op) |
1163 | action_makes_visible (object *op) |
1142 | { |
1164 | { |
1143 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1165 | if (op->invisible && op->flag [FLAG_ALIVE]) |
… | |
… | |
1166 | return 0; |
1188 | return 0; |
1167 | } |
1189 | } |
1168 | |
1190 | |
1169 | /* |
1191 | /* |
1170 | * Find an arrow in the inventory and after that |
1192 | * Find an arrow in the inventory and after that |
1171 | * in the right type container (quiver). Pointer to the |
1193 | * in the right type container (quiver). Pointer to the |
1172 | * found object is returned. |
1194 | * found object is returned. |
1173 | */ |
1195 | */ |
1174 | static object * |
1196 | static object * |
1175 | find_arrow (object *op, const char *type) |
1197 | find_arrow (object *op, const char *type) |
1176 | { |
1198 | { |
… | |
… | |
1329 | |
1351 | |
1330 | return find_better_arrow (op, tmp, type, &i); |
1352 | return find_better_arrow (op, tmp, type, &i); |
1331 | } |
1353 | } |
1332 | |
1354 | |
1333 | /* |
1355 | /* |
1334 | * Creature fires a bow - op can be monster or player. Returns |
1356 | * Creature fires a bow - op can be monster or player. Returns |
1335 | * 1 if bow was actually fired, 0 otherwise. |
1357 | * 1 if bow was actually fired, 0 otherwise. |
1336 | * op is the object firing the bow. |
1358 | * op is the object firing the bow. |
1337 | * part is for multipart creatures - the part firing the bow. |
1359 | * part is for multipart creatures - the part firing the bow. |
1338 | * dir is the direction of fire. |
1360 | * dir is the direction of fire. |
1339 | * wc_mod is any special modifier to give (used in special player fire modes) |
1361 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1469 | SET_ANIMATION (arrow, arrow->direction); |
1448 | |
1470 | |
1449 | /* update the speed */ |
1471 | /* update the speed */ |
1450 | |
1472 | |
1451 | arrow->speed_left = 0; |
1473 | arrow->speed_left = 0; |
1452 | arrow->set_speed (max (2.f, |
1474 | arrow->set_speed (max (2.f, |
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1475 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1454 | + bow->stats.dam / 7.f |
1476 | + bow->stats.dam / 7.f |
1455 | )); |
1477 | )); |
1456 | |
1478 | |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1479 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
… | |
… | |
1481 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1503 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1482 | |
1504 | |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1505 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1506 | arrow->move_type = MOVE_FLY_LOW; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1507 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1508 | arrow->set_flag (FLAG_NO_PICK); |
1486 | |
1509 | |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1510 | op->play_sound (sound_find ("fire_arrow")); |
1488 | m->insert (arrow, sx, sy, op); |
1511 | m->insert (arrow, sx, sy, op); |
1489 | |
1512 | |
1490 | if (!arrow->destroyed ()) |
1513 | if (!arrow->destroyed ()) |
… | |
… | |
1593 | |
1616 | |
1594 | if (item->type == WAND) |
1617 | if (item->type == WAND) |
1595 | { |
1618 | { |
1596 | if (!(--item->stats.food)) |
1619 | if (!(--item->stats.food)) |
1597 | { |
1620 | { |
1598 | object *tmp; |
|
|
1599 | |
|
|
1600 | if (item->arch) |
1621 | if (item->arch) |
1601 | { |
1622 | { |
1602 | item->clr_flag (FLAG_ANIMATE); |
1623 | item->clr_flag (FLAG_ANIMATE); |
1603 | item->face = item->arch->face; |
1624 | item->face = item->arch->face; |
1604 | item->set_speed (0); |
1625 | item->set_speed (0); |
… | |
… | |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1709 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | { |
1710 | { |
1690 | if (door->type == DOOR && tmp->type == KEY) |
1711 | if (door->type == DOOR && tmp->type == KEY) |
1691 | break; |
1712 | break; |
1692 | |
1713 | |
1693 | /* For sanity, we should really check door type, but other stuff |
1714 | /* For sanity, we should really check door type, but other stuff |
1694 | * (like containers) can be locked with special keys |
1715 | * (like containers) can be locked with special keys |
1695 | */ |
1716 | */ |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1717 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1697 | break; |
1718 | break; |
1698 | } |
1719 | } |
… | |
… | |
1752 | /* find_key |
1773 | /* find_key |
1753 | * We try to find a key for the door as passed. If we find a key |
1774 | * We try to find a key for the door as passed. If we find a key |
1754 | * and successfully use it, we return the key, otherwise NULL |
1775 | * and successfully use it, we return the key, otherwise NULL |
1755 | * This function merges both normal and locked door, since the logic |
1776 | * This function merges both normal and locked door, since the logic |
1756 | * for both is the same - just the specific key is different. |
1777 | * for both is the same - just the specific key is different. |
1757 | * pl is the player, |
1778 | * pl is the player, |
1758 | * inv is the objects inventory to searched |
1779 | * inv is the objects inventory to searched |
1759 | * door is the door we are trying to match against. |
1780 | * door is the door we are trying to match against. |
1760 | * This function can be called recursively to search containers. |
1781 | * This function can be called recursively to search containers. |
1761 | */ |
1782 | */ |
1762 | object * |
1783 | object * |
1763 | find_key (object *pl, object *container, object *door) |
1784 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1867 | || mon->flag [FLAG_CAN_ROLL]) |
1888 | || mon->flag [FLAG_CAN_ROLL]) |
1868 | && mon != op) |
1889 | && mon != op) |
1869 | break; |
1890 | break; |
1870 | } |
1891 | } |
1871 | |
1892 | |
1872 | if (!mon) /* This happens anytime the player tries to move */ |
1893 | /* no monster == player tries to move into a wall or so */ |
1873 | return false; /* into a wall */ |
1894 | if (!mon) |
|
|
1895 | { |
|
|
1896 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1897 | if (op->move_type & ob->move_block) |
|
|
1898 | { |
|
|
1899 | if (ob->move_block == MOVE_ALL) |
|
|
1900 | move_into_wall (op, ob); |
|
|
1901 | else |
|
|
1902 | { |
|
|
1903 | if (op->contr->ns->bumpmsg) |
|
|
1904 | { |
|
|
1905 | op->play_sound (sound_find ("blocked_move")); |
|
|
1906 | |
|
|
1907 | op->statusmsg (ob->invisible |
|
|
1908 | ? "Something blocks you." |
|
|
1909 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1910 | ); |
|
|
1911 | } |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | break; |
|
|
1915 | } |
|
|
1916 | |
|
|
1917 | return false; |
|
|
1918 | } |
1874 | |
1919 | |
1875 | mon = mon->head_ (); |
1920 | mon = mon->head_ (); |
1876 | |
1921 | |
1877 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1922 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1878 | if (op->contr->weapon_sp_left > 0.f) |
1923 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1993 | } |
2038 | } |
1994 | |
2039 | |
1995 | bool |
2040 | bool |
1996 | move_player (object *op, int dir) |
2041 | move_player (object *op, int dir) |
1997 | { |
2042 | { |
1998 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2043 | if (!op->map || op->map->state != MAP_ACTIVE) |
1999 | return 0; |
2044 | return 0; |
2000 | |
2045 | |
2001 | /* Sanity check: make sure dir is valid */ |
2046 | /* Sanity check: make sure dir is valid */ |
2002 | if (dir < 0 || dir > 8) |
2047 | if (dir < 0 || dir > 8) |
2003 | { |
2048 | { |
… | |
… | |
2144 | void |
2189 | void |
2145 | do_some_living (object *op) |
2190 | do_some_living (object *op) |
2146 | { |
2191 | { |
2147 | int last_food = op->stats.food; |
2192 | int last_food = op->stats.food; |
2148 | int gen_hp, gen_sp, gen_grace; |
2193 | int gen_hp, gen_sp, gen_grace; |
2149 | int i; |
|
|
2150 | int rate_hp = 1200; |
2194 | int rate_hp = 1200; |
2151 | int rate_sp = 2500; |
2195 | int rate_sp = 2500; |
2152 | int rate_grace = 2000; |
2196 | int rate_grace = 2000; |
2153 | const int max_hp = 1; |
2197 | const int max_hp = 1; |
2154 | const int max_sp = 1; |
2198 | const int max_sp = 1; |
2155 | const int max_grace = 1; |
2199 | const int max_grace = 1; |
2156 | |
2200 | |
|
|
2201 | #if 0 |
2157 | if (op->contr->hidden) |
2202 | if (op->contr->hidden) |
2158 | { |
2203 | { |
2159 | op->invisible = 1000; |
2204 | op->invisible = 1000; |
2160 | /* the socket code flashes the player visible/invisible |
2205 | /* the socket code flashes the player visible/invisible |
2161 | * depending on the value of invisible, so we need to |
2206 | * depending on the value of invisible, so we need to |
2162 | * alternate it here for it to work correctly. |
2207 | * alternate it here for it to work correctly. |
2163 | */ |
2208 | */ |
2164 | if (pticks & 2) |
2209 | if (server_tick & 2) |
2165 | op->invisible--; |
2210 | op->invisible--; |
2166 | } |
2211 | } |
|
|
2212 | else |
|
|
2213 | #endif |
2167 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2214 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2168 | { |
2215 | { |
2169 | if (!op->invisible--) |
2216 | if (!op->invisible--) |
2170 | { |
2217 | { |
2171 | make_visible (op); |
2218 | make_visible (op); |
2172 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2219 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2555 | |
2602 | |
2556 | /* There is a maximum depletion total per level. */ |
2603 | /* There is a maximum depletion total per level. */ |
2557 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2604 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2558 | { |
2605 | { |
2559 | lose_this_stat = 0; |
2606 | lose_this_stat = 0; |
2560 | /* Take loss chance vs keep chance to see if we |
2607 | /* Take loss chance vs keep chance to see if we |
2561 | retain the stat. */ |
2608 | retain the stat. */ |
2562 | } |
2609 | } |
2563 | else |
2610 | else |
2564 | { |
2611 | { |
2565 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2612 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2658 | if (will_kill_again) |
2705 | if (will_kill_again) |
2659 | { |
2706 | { |
2660 | object *force; |
2707 | object *force; |
2661 | int at; |
2708 | int at; |
2662 | |
2709 | |
2663 | force = get_archetype (FORCE_NAME); |
2710 | force = archetype::get (FORCE_NAME); |
2664 | /* 50 ticks should be enough time for the spell to abate */ |
2711 | /* 50 ticks should be enough time for the spell to abate */ |
2665 | force->speed_left = -5.f; |
2712 | force->speed_left = -5.f; |
2666 | force->set_speed (0.1f); |
2713 | force->set_speed (0.1f); |
2667 | force->set_flag (FLAG_APPLIED); |
2714 | force->set_flag (FLAG_APPLIED); |
2668 | |
2715 | |
… | |
… | |
2678 | } |
2725 | } |
2679 | |
2726 | |
2680 | static void |
2727 | static void |
2681 | loot_object (object *op) |
2728 | loot_object (object *op) |
2682 | { /* Grab and destroy some treasure */ |
2729 | { /* Grab and destroy some treasure */ |
2683 | object *tmp, *tmp2, *next; |
2730 | object *tmp, *next; |
2684 | |
2731 | |
2685 | op->close_container (); /* close open sack first */ |
2732 | op->close_container (); /* close open sack first */ |
2686 | |
2733 | |
2687 | for (tmp = op->inv; tmp; tmp = next) |
2734 | for (tmp = op->inv; tmp; tmp = next) |
2688 | { |
2735 | { |
… | |
… | |
2720 | void |
2767 | void |
2721 | fix_weight () |
2768 | fix_weight () |
2722 | { |
2769 | { |
2723 | for_all_players (pl) |
2770 | for_all_players (pl) |
2724 | { |
2771 | { |
2725 | sint32 old = pl->ob->carrying; |
2772 | weight_t old = pl->ob->carrying; |
2726 | |
2773 | |
2727 | pl->ob->update_weight (); |
2774 | pl->ob->update_weight (); |
2728 | |
2775 | |
2729 | if (old != pl->ob->carrying) |
2776 | if (old != pl->ob->carrying) |
2730 | { |
2777 | { |
… | |
… | |
2925 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2972 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2926 | { |
2973 | { |
2927 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2974 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2928 | return 1; |
2975 | return 1; |
2929 | else if (tmp->type == PLAYER) |
2976 | 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; |
2977 | return 1; |
2934 | } |
|
|
2935 | } |
2978 | } |
2936 | } |
2979 | } |
2937 | return 0; |
2980 | return 0; |
2938 | } |
2981 | } |
2939 | |
2982 | |
2940 | /* check the player los field for viewability of the |
2983 | /* check the player los field for viewability of the |
2941 | * object op. This function works fine for monsters, |
2984 | * object op. This function works fine for monsters, |
2942 | * but we dont worry if the object isnt the top one in |
2985 | * but we dont worry if the object isnt the top one in |
2943 | * a pile (say a coin under a table would return "viewable" |
2986 | * a pile (say a coin under a table would return "viewable" |
2944 | * by this routine). Another question, should we be |
2987 | * by this routine). Another question, should we be |
2945 | * concerned with the direction the player is looking |
2988 | * concerned with the direction the player is looking |
2946 | * in? Realistically, most of us can't see stuff behind |
2989 | * in? Realistically, most of us can't see stuff behind |
2947 | * our backs...on the other hand, does the "facing" direction |
2990 | * our backs...on the other hand, does the "facing" direction |
2948 | * imply the way your head, or body is facing? It's possible |
2991 | * 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. |
2992 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2950 | * -b.t. |
2993 | * -b.t. |
2951 | * This function is now map tiling safe. |
2994 | * This function is now map tiling safe. |
2952 | */ |
2995 | */ |
2953 | int |
2996 | int |
2954 | player_can_view (object *pl, object *op) |
2997 | player_can_view (object *pl, object *op) |
2955 | { |
2998 | { |
… | |
… | |
2969 | |
3012 | |
2970 | get_rangevector (pl, op, &rv, 0x1); |
3013 | get_rangevector (pl, op, &rv, 0x1); |
2971 | |
3014 | |
2972 | /* starting with the 'head' part, lets loop |
3015 | /* starting with the 'head' part, lets loop |
2973 | * through the object and find if it has any |
3016 | * through the object and find if it has any |
2974 | * part that is in the los array but isn't on |
3017 | * part that is in the los array but isn't on |
2975 | * a blocked los square. |
3018 | * a blocked los square. |
2976 | * we use the archetype to figure out offsets. |
3019 | * we use the archetype to figure out offsets. |
2977 | */ |
3020 | */ |
2978 | while (op) |
3021 | while (op) |
2979 | { |
3022 | { |