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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * 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 |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
233 | disconnect (); |
234 | disconnect (); |
234 | |
235 | |
235 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
236 | |
237 | |
237 | if (ob) |
238 | if (ob) |
|
|
239 | { |
|
|
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
238 | ob->destroy (); |
243 | ob->destroy (); |
|
|
244 | } |
239 | |
245 | |
240 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
241 | } |
247 | } |
242 | |
248 | |
243 | player::~player () |
249 | player::~player () |
… | |
… | |
327 | #endif |
333 | #endif |
328 | return op; |
334 | return op; |
329 | } |
335 | } |
330 | |
336 | |
331 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* 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 |
338 | * result in a monster paths backtracking. It basically determines how large a |
333 | * detour a monster will take from the direction path when looking |
339 | * 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 |
340 | * for a path to the player. The values are in the amount of direction |
335 | * the deviation is |
341 | * the deviation is |
336 | */ |
342 | */ |
337 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
416 | } |
422 | } |
417 | else |
423 | else |
418 | { |
424 | { |
419 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
420 | * either the left or right. |
426 | * either the left or right. |
421 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
422 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
423 | * bigger detour. Have to be careful about these values getting |
429 | * 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 |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
425 | * stepping back and forth |
431 | * stepping back and forth |
426 | */ |
432 | */ |
… | |
… | |
511 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
512 | { |
518 | { |
513 | next = op->below; |
519 | next = op->below; |
514 | |
520 | |
515 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
517 | */ |
523 | */ |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
519 | op->set_flag (FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
520 | |
526 | |
521 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
522 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
523 | */ |
529 | */ |
524 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
525 | { |
531 | { |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
527 | && |
533 | && |
… | |
… | |
732 | */ |
738 | */ |
733 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
734 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
735 | else |
741 | else |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
743 | } |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
737 | } |
762 | } |
738 | |
763 | |
739 | void |
764 | void |
740 | player::chargen_race_next () |
765 | player::chargen_race_next () |
741 | { |
766 | { |
… | |
… | |
1130 | } |
1155 | } |
1131 | |
1156 | |
1132 | /* routine for both players and monsters. We call this when |
1157 | /* routine for both players and monsters. We call this when |
1133 | * there is a possibility for our action distrubing our hiding |
1158 | * there is a possibility for our action distrubing our hiding |
1134 | * place or invisiblity spell. Artefact invisiblity causes |
1159 | * place or invisiblity spell. Artefact invisiblity causes |
1135 | * "noise" instead. If we arent invisible to begin with, we |
1160 | * "noise" instead. If we arent invisible to begin with, we |
1136 | * return 0. |
1161 | * return 0. |
1137 | */ |
1162 | */ |
1138 | static int |
1163 | static int |
1139 | action_makes_visible (object *op) |
1164 | action_makes_visible (object *op) |
1140 | { |
1165 | { |
1141 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
… | |
… | |
1164 | return 0; |
1189 | return 0; |
1165 | } |
1190 | } |
1166 | |
1191 | |
1167 | /* |
1192 | /* |
1168 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1169 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1170 | * found object is returned. |
1195 | * found object is returned. |
1171 | */ |
1196 | */ |
1172 | static object * |
1197 | static object * |
1173 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1174 | { |
1199 | { |
… | |
… | |
1293 | y = op->y; |
1318 | y = op->y; |
1294 | |
1319 | |
1295 | /* find the first target */ |
1320 | /* find the first target */ |
1296 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1297 | { |
1322 | { |
1298 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1299 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1300 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1301 | |
1326 | |
1302 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1303 | { |
1328 | { |
1304 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1327 | |
1352 | |
1328 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1329 | } |
1354 | } |
1330 | |
1355 | |
1331 | /* |
1356 | /* |
1332 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1333 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1334 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1335 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1336 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1337 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1445 | SET_ANIMATION (arrow, arrow->direction); |
1470 | SET_ANIMATION (arrow, arrow->direction); |
1446 | |
1471 | |
1447 | /* update the speed */ |
1472 | /* update the speed */ |
1448 | |
1473 | |
1449 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
1450 | arrow->set_speed (max (2.f, |
1475 | arrow->set_speed (max (2.f, |
1451 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1452 | + bow->stats.dam / 7.f |
1477 | + bow->stats.dam / 7.f |
1453 | )); |
1478 | )); |
1454 | |
1479 | |
1455 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
… | |
… | |
1479 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1480 | |
1505 | |
1481 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1482 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1483 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1484 | |
1510 | |
1485 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1486 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1487 | |
1513 | |
1488 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1513 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1514 | } |
1540 | } |
1515 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1516 | { |
1542 | { |
1517 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1518 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2))); |
1519 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1520 | } |
1546 | } |
1521 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1522 | { |
1548 | { |
1523 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1524 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
… | |
… | |
1684 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1685 | { |
1711 | { |
1686 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1687 | break; |
1713 | break; |
1688 | |
1714 | |
1689 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1690 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1691 | */ |
1717 | */ |
1692 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1693 | break; |
1719 | break; |
1694 | } |
1720 | } |
… | |
… | |
1748 | /* find_key |
1774 | /* find_key |
1749 | * We try to find a key for the door as passed. If we find a key |
1775 | * We try to find a key for the door as passed. If we find a key |
1750 | * and successfully use it, we return the key, otherwise NULL |
1776 | * and successfully use it, we return the key, otherwise NULL |
1751 | * This function merges both normal and locked door, since the logic |
1777 | * This function merges both normal and locked door, since the logic |
1752 | * for both is the same - just the specific key is different. |
1778 | * for both is the same - just the specific key is different. |
1753 | * pl is the player, |
1779 | * pl is the player, |
1754 | * inv is the objects inventory to searched |
1780 | * inv is the objects inventory to searched |
1755 | * door is the door we are trying to match against. |
1781 | * door is the door we are trying to match against. |
1756 | * This function can be called recursively to search containers. |
1782 | * This function can be called recursively to search containers. |
1757 | */ |
1783 | */ |
1758 | object * |
1784 | object * |
1759 | find_key (object *pl, object *container, object *door) |
1785 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1831 | { |
1857 | { |
1832 | --op->speed_left; |
1858 | --op->speed_left; |
1833 | return true; |
1859 | return true; |
1834 | } |
1860 | } |
1835 | |
1861 | |
1836 | sint16 nx = freearr_x[dir] + op->x; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1837 | sint16 ny = freearr_y[dir] + op->y; |
1863 | sint16 ny = DIRY (dir) + op->y; |
1838 | |
1864 | |
1839 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1840 | return false; |
1866 | return false; |
1841 | |
1867 | |
1842 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
2171 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2172 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2173 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2174 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2175 | |
2201 | |
|
|
2202 | #if 0 |
2176 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2177 | { |
2204 | { |
2178 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2179 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2180 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2181 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2182 | */ |
2209 | */ |
2183 | if (server_tick & 2) |
2210 | if (server_tick & 2) |
2184 | op->invisible--; |
2211 | op->invisible--; |
2185 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2186 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2187 | { |
2216 | { |
2188 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2189 | { |
2218 | { |
2190 | make_visible (op); |
2219 | make_visible (op); |
2191 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2574 | |
2603 | |
2575 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2576 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2577 | { |
2606 | { |
2578 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2579 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2580 | retain the stat. */ |
2609 | retain the stat. */ |
2581 | } |
2610 | } |
2582 | else |
2611 | else |
2583 | { |
2612 | { |
2584 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2739 | void |
2768 | void |
2740 | fix_weight () |
2769 | fix_weight () |
2741 | { |
2770 | { |
2742 | for_all_players (pl) |
2771 | for_all_players (pl) |
2743 | { |
2772 | { |
2744 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2745 | |
2774 | |
2746 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2747 | |
2776 | |
2748 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2749 | { |
2778 | { |
… | |
… | |
2845 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2846 | |
2875 | |
2847 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2848 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2849 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2850 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
2851 | { |
2880 | { |
2852 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2853 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2854 | continue; |
2883 | continue; |
2855 | |
2884 | |
… | |
… | |
2927 | friendly = who->flag [FLAG_FRIENDLY]; |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2928 | |
2957 | |
2929 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2930 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2931 | { |
2960 | { |
2932 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2933 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2934 | m = who->map; |
2963 | m = who->map; |
2935 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2936 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2937 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2938 | */ |
2967 | */ |
… | |
… | |
2944 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2945 | { |
2974 | { |
2946 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2947 | return 1; |
2976 | return 1; |
2948 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2949 | { |
|
|
2950 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2951 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
|
|
2952 | return 1; |
2978 | return 1; |
2953 | } |
|
|
2954 | } |
2979 | } |
2955 | } |
2980 | } |
2956 | return 0; |
2981 | return 0; |
2957 | } |
2982 | } |
2958 | |
2983 | |
2959 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2960 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2961 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
2962 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2963 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2964 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2965 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2966 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2967 | * imply the way your head, or body is facing? It's possible |
2992 | * imply the way your head, or body is facing? It's possible |
2968 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2969 | * -b.t. |
2994 | * -b.t. |
2970 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2971 | */ |
2996 | */ |
2972 | int |
2997 | int |
2973 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2974 | { |
2999 | { |
… | |
… | |
2988 | |
3013 | |
2989 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
2990 | |
3015 | |
2991 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
2992 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
2993 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
2994 | * a blocked los square. |
3019 | * a blocked los square. |
2995 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
2996 | */ |
3021 | */ |
2997 | while (op) |
3022 | while (op) |
2998 | { |
3023 | { |