… | |
… | |
116 | |
116 | |
117 | news[0] = '\0'; |
117 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
119 | size = 0; |
119 | size = 0; |
120 | |
120 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
122 | { |
123 | if (*buf == '#') |
123 | if (*buf == '#') |
124 | continue; |
124 | continue; |
125 | |
125 | |
126 | if (*buf == '%') |
126 | if (*buf == '%') |
… | |
… | |
194 | return; |
194 | return; |
195 | |
195 | |
196 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
199 | ob->remove (); |
200 | ob->remove (); |
200 | ob->map = 0; |
201 | ob->map = 0; |
|
|
202 | party = 0; |
201 | |
203 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
203 | ranges [range_skill] = 0; |
205 | ranges [range_skill] = 0; |
204 | |
206 | |
205 | players.erase (this); |
207 | players.erase (this); |
… | |
… | |
213 | this->ns = ns; |
215 | this->ns = ns; |
214 | ns->pl = this; |
216 | ns->pl = this; |
215 | |
217 | |
216 | run_on = 0; |
218 | run_on = 0; |
217 | fire_on = 0; |
219 | fire_on = 0; |
218 | ob->container = 0; //TODO: client-specific |
220 | ob->close_container (); //TODO: client-specific |
219 | |
221 | |
220 | ns->update_look = 0; |
222 | ns->update_look = 0; |
221 | ns->look_position = 0; |
223 | ns->look_position = 0; |
222 | |
224 | |
223 | clear_los (ob); |
225 | clear_los (ob); |
… | |
… | |
235 | link_player_skills (ob); |
237 | link_player_skills (ob); |
236 | |
238 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
240 | |
239 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
240 | |
|
|
241 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
242 | * from the class, and not race. I don't see any way to get the class information |
|
|
243 | * to then update this. I don't think this will actually break anything - anyone |
|
|
244 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
245 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
246 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
247 | */ |
|
|
248 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
249 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
250 | |
242 | |
251 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
252 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
253 | { |
245 | { |
254 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
299 | ns->reset_stats (); |
291 | ns->reset_stats (); |
300 | ns->pl = 0; |
292 | ns->pl = 0; |
301 | this->ns = 0; |
293 | this->ns = 0; |
302 | } |
294 | } |
303 | |
295 | |
304 | ob->container = 0; //TODO: client-specific |
296 | ob->close_container (); //TODO: client-specific |
305 | deactivate (); |
297 | deactivate (); |
306 | } |
298 | } |
307 | |
299 | |
308 | // the need for this function can be explained |
300 | // the need for this function can be explained |
309 | // by load_object not returning the object |
301 | // by load_object not returning the object |
310 | void |
302 | void |
311 | player::set_object (object *op) |
303 | player::set_object (object *op) |
312 | { |
304 | { |
313 | ob = op; |
305 | ob = op; |
314 | ob->contr = this; /* this aren't yet in archetype */ |
306 | ob->contr = this; /* this aren't yet in archetype */ |
315 | |
307 | |
316 | ob->speed_left = 0.5; |
308 | ob->speed_left = 0.5; |
317 | ob->speed = 1.0; |
309 | ob->speed = 1.0; |
318 | ob->direction = 5; /* So player faces south */ |
310 | ob->direction = 5; /* So player faces south */ |
319 | ob->stats.wc = 2; |
|
|
320 | ob->run_away = 25; /* Then we panick... */ |
|
|
321 | |
|
|
322 | ob->roll_stats (); |
|
|
323 | } |
311 | } |
324 | |
312 | |
325 | player::player () |
313 | player::player () |
326 | { |
314 | { |
327 | /* There are some elements we want initialised to non zero value - |
315 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
371 | player::create () |
359 | player::create () |
372 | { |
360 | { |
373 | player *pl = new player; |
361 | player *pl = new player; |
374 | |
362 | |
375 | pl->set_object (arch_to_object (get_player_archetype (0))); |
363 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
364 | |
|
|
365 | pl->ob->roll_stats (); |
|
|
366 | pl->ob->stats.wc = 2; |
|
|
367 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
368 | |
376 | set_first_map (pl->ob); |
369 | set_first_map (pl->ob); |
377 | |
370 | |
378 | return pl; |
371 | return pl; |
379 | } |
372 | } |
380 | |
373 | |
… | |
… | |
526 | x = mon->x; |
519 | x = mon->x; |
527 | y = mon->y; |
520 | y = mon->y; |
528 | m = mon->map; |
521 | m = mon->map; |
529 | dir = rv.direction; |
522 | dir = rv.direction; |
530 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
531 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
525 | |
532 | /* If we can't solve it within the search distance, return now. */ |
526 | /* If we can't solve it within the search distance, return now. */ |
533 | if (diff > max) |
527 | if (diff > max) |
534 | return 0; |
528 | return 0; |
|
|
529 | |
535 | while (diff > 1 && max > 0) |
530 | while (diff > 1 && max > 0) |
536 | { |
531 | { |
537 | lastx = x; |
532 | lastx = x; |
538 | lasty = y; |
533 | lasty = y; |
539 | lastmap = m; |
534 | lastmap = m; |
… | |
… | |
621 | max--; |
616 | max--; |
622 | lastdir = dir; |
617 | lastdir = dir; |
623 | if (!firstdir) |
618 | if (!firstdir) |
624 | firstdir = dir; |
619 | firstdir = dir; |
625 | } |
620 | } |
|
|
621 | |
626 | if (diff <= 1) |
622 | if (diff <= 1) |
627 | { |
623 | { |
628 | /* Recalculate diff (distance) because we may not have actually |
624 | /* Recalculate diff (distance) because we may not have actually |
629 | * headed toward player for entire distance. |
625 | * headed toward player for entire distance. |
630 | */ |
626 | */ |
631 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
633 | } |
629 | } |
|
|
630 | |
634 | if (diff > max) |
631 | if (diff > max) |
635 | return 0; |
632 | return 0; |
636 | } |
633 | } |
|
|
634 | |
637 | /* If we reached the max, didn't find a direction in time */ |
635 | /* If we reached the max, didn't find a direction in time */ |
638 | if (!max) |
636 | if (!max) |
639 | return 0; |
637 | return 0; |
640 | |
638 | |
641 | return firstdir; |
639 | return firstdir; |
… | |
… | |
755 | roll_stat (void) |
753 | roll_stat (void) |
756 | { |
754 | { |
757 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
758 | |
756 | |
759 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) RANDOM () % 6 + 1; |
758 | a[i] = (int) rndm (6) + 1; |
761 | |
759 | |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | if (a[i] < k) |
761 | if (a[i] < k) |
764 | k = a[i], j = i; |
762 | k = a[i], j = i; |
765 | |
763 | |
… | |
… | |
1378 | * found object is returned. |
1376 | * found object is returned. |
1379 | */ |
1377 | */ |
1380 | object * |
1378 | object * |
1381 | find_arrow (object *op, const char *type) |
1379 | find_arrow (object *op, const char *type) |
1382 | { |
1380 | { |
1383 | object *tmp = NULL; |
1381 | object *tmp = 0; |
1384 | |
1382 | |
1385 | for (op = op->inv; op; op = op->below) |
1383 | for (op = op->inv; op; op = op->below) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1384 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1387 | tmp = find_arrow (op, type); |
1385 | tmp = find_arrow (op, type); |
1388 | else if (op->type == ARROW && op->race == type) |
1386 | else if (op->type == ARROW && op->race == type) |
1389 | return op; |
1387 | return op; |
|
|
1388 | |
1390 | return tmp; |
1389 | return tmp; |
1391 | } |
1390 | } |
1392 | |
1391 | |
1393 | /* |
1392 | /* |
1394 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1393 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * against the target. A full test is not performed, simply a basic test |
1394 | * against the target. A full test is not performed, simply a basic test |
1396 | * of resistances. The archer is making a quick guess at what he sees down |
1395 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1396 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | */ |
1397 | */ |
1399 | |
|
|
1400 | object * |
1398 | object * |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1399 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1402 | { |
1400 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1401 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1402 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1862 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1865 | return; |
1863 | return; |
1866 | } |
1864 | } |
1867 | } |
1865 | } |
1868 | |
1866 | |
1869 | |
|
|
1870 | |
|
|
1871 | /* find_key |
1867 | /* find_key |
1872 | * We try to find a key for the door as passed. If we find a key |
1868 | * We try to find a key for the door as passed. If we find a key |
1873 | * and successfully use it, we return the key, otherwise NULL |
1869 | * and successfully use it, we return the key, otherwise NULL |
1874 | * This function merges both normal and locked door, since the logic |
1870 | * This function merges both normal and locked door, since the logic |
1875 | * for both is the same - just the specific key is different. |
1871 | * for both is the same - just the specific key is different. |
1876 | * pl is the player, |
1872 | * pl is the player, |
1877 | * inv is the objects inventory to searched |
1873 | * inv is the objects inventory to searched |
1878 | * door is the door we are trying to match against. |
1874 | * door is the door we are trying to match against. |
1879 | * This function can be called recursively to search containers. |
1875 | * This function can be called recursively to search containers. |
1880 | */ |
1876 | */ |
1881 | |
|
|
1882 | object * |
1877 | object * |
1883 | find_key (object *pl, object *container, object *door) |
1878 | find_key (object *pl, object *container, object *door) |
1884 | { |
1879 | { |
1885 | object *tmp, *key; |
1880 | object *tmp, *key; |
1886 | |
1881 | |
1887 | /* Should not happen, but sanity checking is never bad */ |
1882 | /* Should not happen, but sanity checking is never bad */ |
1888 | if (container->inv == NULL) |
1883 | if (!container->inv) |
1889 | return NULL; |
1884 | return 0; |
1890 | |
1885 | |
1891 | /* First, lets try to find a key in the top level inventory */ |
1886 | /* First, lets try to find a key in the top level inventory */ |
1892 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1893 | { |
1888 | { |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1889 | if (door->type == DOOR && tmp->type == KEY) |
1895 | break; |
1890 | break; |
1896 | /* For sanity, we should really check door type, but other stuff |
1891 | /* For sanity, we should really check door type, but other stuff |
1897 | * (like containers) can be locked with special keys |
1892 | * (like containers) can be locked with special keys |
1898 | */ |
1893 | */ |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1894 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1900 | break; |
1895 | break; |
1901 | } |
1896 | } |
|
|
1897 | |
1902 | /* No key found - lets search inventories now */ |
1898 | /* No key found - lets search inventories now */ |
1903 | /* If we find and use a key in an inventory, return at that time. |
1899 | /* If we find and use a key in an inventory, return at that time. |
1904 | * otherwise, if we search all the inventories and still don't find |
1900 | * otherwise, if we search all the inventories and still don't find |
1905 | * a key, return |
1901 | * a key, return |
1906 | */ |
1902 | */ |
1907 | if (!tmp) |
1903 | if (!tmp) |
1908 | { |
1904 | { |
1909 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1905 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1906 | { |
1911 | /* No reason to search empty containers */ |
1907 | /* No reason to search empty containers */ |
1912 | if (tmp->type == CONTAINER && tmp->inv) |
1908 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | { |
1909 | { |
1914 | if ((key = find_key (pl, tmp, door)) != NULL) |
1910 | if ((key = find_key (pl, tmp, door))) |
1915 | return key; |
1911 | return key; |
1916 | } |
1912 | } |
1917 | } |
1913 | } |
|
|
1914 | |
1918 | if (!tmp) |
1915 | if (!tmp) |
1919 | return NULL; |
1916 | return NULL; |
1920 | } |
1917 | } |
|
|
1918 | |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1919 | /* We get down here if we have found a key. Now if its in a container, |
1922 | * see if we actually want to use it |
1920 | * see if we actually want to use it |
1923 | */ |
1921 | */ |
1924 | if (pl != container) |
1922 | if (pl != container) |
1925 | { |
1923 | { |
… | |
… | |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1944 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1945 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1948 | return NULL; |
1946 | return NULL; |
1949 | } |
1947 | } |
1950 | } |
1948 | } |
|
|
1949 | |
1951 | return tmp; |
1950 | return tmp; |
1952 | } |
1951 | } |
1953 | |
1952 | |
1954 | /* moved door processing out of move_player_attack. |
1953 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1954 | * returns 1 if player has opened the door with a key |
… | |
… | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1972 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | if (action_makes_visible (op)) |
1973 | if (action_makes_visible (op)) |
1975 | make_visible (op); |
1974 | make_visible (op); |
1976 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1975 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | spring_trap (door->inv, op); |
1976 | spring_trap (door->inv, op); |
|
|
1977 | |
1978 | if (door->type == DOOR) |
1978 | if (door->type == DOOR) |
1979 | { |
|
|
1980 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1979 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
|
|
1982 | else if (door->type == LOCKED_DOOR) |
1980 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1981 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1982 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1983 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1984 | } |
|
|
1985 | |
1987 | /* Do this after we print the message */ |
1986 | /* Do this after we print the message */ |
1988 | decrease_ob (key); /* Use up one of the keys */ |
1987 | decrease_ob (key); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1988 | /* Need to update the weight the container the key was in */ |
1990 | if (container != op) |
1989 | if (container != op) |
1991 | esrv_update_item (UPD_WEIGHT, op, container); |
1990 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1991 | |
1992 | return 1; /* Nothing more to do below */ |
1992 | return 1; /* Nothing more to do below */ |
1993 | } |
1993 | } |
1994 | else if (door->type == LOCKED_DOOR) |
1994 | else if (door->type == LOCKED_DOOR) |
1995 | { |
1995 | { |
1996 | /* Might as well return now - no other way to open this */ |
1996 | /* Might as well return now - no other way to open this */ |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1998 | return 1; |
1998 | return 1; |
1999 | } |
1999 | } |
|
|
2000 | |
2000 | return 0; |
2001 | return 0; |
2001 | } |
2002 | } |
2002 | |
2003 | |
2003 | /* This function is just part of a breakup from move_player. |
2004 | /* This function is just part of a breakup from move_player. |
2004 | * It should keep the code cleaner. |
2005 | * It should keep the code cleaner. |
… | |
… | |
2210 | return 0; |
2211 | return 0; |
2211 | } |
2212 | } |
2212 | |
2213 | |
2213 | /* peterm: added following line */ |
2214 | /* peterm: added following line */ |
2214 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2216 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2216 | |
2217 | |
2217 | op->facing = dir; |
2218 | op->facing = dir; |
2218 | |
2219 | |
2219 | if (op->hide) |
2220 | if (op->hide) |
2220 | do_hidden_move (op); |
2221 | do_hidden_move (op); |
… | |
… | |
2361 | * from. |
2362 | * from. |
2362 | */ |
2363 | */ |
2363 | void |
2364 | void |
2364 | remove_unpaid_objects (object *op, object *env) |
2365 | remove_unpaid_objects (object *op, object *env) |
2365 | { |
2366 | { |
2366 | object *next; |
|
|
2367 | |
|
|
2368 | while (op) |
2367 | while (op) |
2369 | { |
2368 | { |
2370 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2369 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | |
2370 | |
2372 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2371 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2702 | tmp->name = buf; |
2701 | tmp->name = buf; |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2702 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2703 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2704 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | tmp->msg = buf; |
2705 | tmp->msg = buf; |
2707 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2706 | tmp->value = 0, tmp->type = 0; |
2708 | tmp->materialname = NULL; |
2707 | tmp->materialname = "organics"; |
2709 | tmp->insert_at (op, tmp); |
2708 | tmp->insert_at (op, tmp); |
2710 | } |
2709 | } |
2711 | |
2710 | |
2712 | /* teleport defeated player to new destination */ |
2711 | /* teleport defeated player to new destination */ |
2713 | transfer_ob (op, x, y, 0, NULL); |
2712 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2965 | void |
2964 | void |
2966 | loot_object (object *op) |
2965 | loot_object (object *op) |
2967 | { /* Grab and destroy some treasure */ |
2966 | { /* Grab and destroy some treasure */ |
2968 | object *tmp, *tmp2, *next; |
2967 | object *tmp, *tmp2, *next; |
2969 | |
2968 | |
2970 | if (op->container) |
2969 | op->close_container (); /* close open sack first */ |
2971 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2972 | |
2970 | |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2971 | for (tmp = op->inv; tmp; tmp = next) |
2974 | { |
2972 | { |
2975 | next = tmp->below; |
2973 | next = tmp->below; |
2976 | |
2974 | |
2977 | if (tmp->invisible) |
2975 | if (tmp->invisible) |
2978 | continue; |
2976 | continue; |
2979 | |
2977 | |
2980 | tmp->remove (); |
2978 | tmp->remove (); |
2981 | tmp->x = op->x, tmp->y = op->y; |
2979 | tmp->x = op->x, tmp->y = op->y; |
|
|
2980 | |
2982 | if (tmp->type == CONTAINER) |
2981 | if (tmp->type == CONTAINER) |
2983 | { /* empty container to ground */ |
2982 | loot_object (tmp); /* empty container to ground */ |
2984 | loot_object (tmp); |
2983 | |
2985 | } |
|
|
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2984 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2987 | { |
2985 | { |
2988 | if (tmp->nrof > 1) |
2986 | if (tmp->nrof > 1) |
2989 | { |
2987 | { |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2988 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2->destroy (); |
2989 | tmp2->destroy (); |
… | |
… | |
3002 | /* |
3000 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
3001 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
3002 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
3003 | * was changed. |
3006 | */ |
3004 | */ |
3007 | |
|
|
3008 | void |
3005 | void |
3009 | fix_weight (void) |
3006 | fix_weight (void) |
3010 | { |
3007 | { |
3011 | for_all_players (pl) |
3008 | for_all_players (pl) |
3012 | { |
3009 | { |
… | |
… | |
3533 | pl->ranges[i] = 0; |
3530 | pl->ranges[i] = 0; |
3534 | if (pl->shoottype == i) |
3531 | if (pl->shoottype == i) |
3535 | pl->shoottype = range_none; |
3532 | pl->shoottype = range_none; |
3536 | } |
3533 | } |
3537 | } |
3534 | } |
|
|
3535 | |
|
|
3536 | sint8 |
|
|
3537 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3538 | { |
|
|
3539 | if (!ns) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | int dx, dy; |
|
|
3543 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3544 | return 0; |
|
|
3545 | |
|
|
3546 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3547 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3548 | |
|
|
3549 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3550 | return 0; |
|
|
3551 | |
|
|
3552 | return 100 - blocked_los [x][y]; |
|
|
3553 | } |