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Fix auto-reload for Bows. A couple minor combat display fixes.
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1ecddcf190
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@ -307,12 +307,18 @@ def reload(pl, pWeapon, echo)#0
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item = item=>p_nextObj
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loop
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if !item
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if echo
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displayf3("\n%s has no ammo for %s %s!\n", pl=>s_name, hisHerTheir(pl->c_gender), pWeapon=>s_name))
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fin
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return
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fin
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// Transfer ammo to weapon
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if pWeapon->b_clipSize
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n = min(item=>w_count, pWeapon->b_clipSize - pWeapon->b_clipCurrent)
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else
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n = min(item=>w_count, 1) // clipSize=0 implies auto-reloading weapon
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fin
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pWeapon->b_clipCurrent = pWeapon->b_clipCurrent + n
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item=>w_count = item=>w_count - n
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if item=>w_count == 0
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@ -373,7 +379,10 @@ end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def displayOption(key, str)#0
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rawDisplayf2("\n (%c)^T033%s ", key, str)
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rawDisplayStr("\n (")
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displayChar(key)
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rawDisplayStr(")^T028")
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rawDisplayStr(str)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -520,7 +529,7 @@ def playerCombatChoose(pl)#0
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// Let them know their options
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setCursor(cursX, cursY)
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rawDisplayf1("^D%s choice:", pl=>s_name)
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rawDisplayf1("^D%s:", pl=>s_name)
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displayOption('M', "Melee")
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if pWeapon
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// Special (for e.g. bows): clipSize zero means weapon reloads automatically
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@ -529,8 +538,12 @@ def playerCombatChoose(pl)#0
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fin
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if pWeapon->b_clipCurrent
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canShoot = TRUE
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if pWeapon->b_clipSize
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displayOption('S', sprintf2("Shoot %d:%d", pWeapon->b_clipCurrent, pWeapon->b_clipSize))
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else
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displayOption('S', "Shoot")
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fin
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fin
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if pWeapon->b_clipCurrent < pWeapon->b_clipSize
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canReload = TRUE
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displayOption('R', "Reload")
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@ -618,9 +631,6 @@ def playerCombatTurn(pl)#0
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break
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is 'F'
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break
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is 'D'
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playerDodge(pl)
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break
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is 'S'
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for i = 1 to pl->b_shotChoice
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if nEnemiesFighting and pWeapon->b_clipCurrent
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@ -668,6 +678,7 @@ def enemyCombatTurn(pe)#1
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pl = randomFromListFiltered(global=>p_players, p_nextObj, @canFight)
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if !pl; return FALSE; fin
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setPlural(FALSE)
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displayf3("\n%s %s %s ", pe=>s_name, pe=>s_attackText, pl=>s_name)
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// Roll to hit
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@ -1033,13 +1044,15 @@ def _combat_zoneEncounter(s_encZone)#1
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determineCombatOrder()
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p = global=>p_combatFirst
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while p
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while TRUE // not just "while p", so that we always check nPlayersFighting etc.
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if !nPlayersFighting
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return -99 // special code for death
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elsif !nEnemiesFighting
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processWin()
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// Note: no need to clear heap -- the caller does that.
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return 1
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elsif !p
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break
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fin
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if canFight(p)
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@ -1050,8 +1063,8 @@ def _combat_zoneEncounter(s_encZone)#1
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// Note: no need to clear heap -- the caller does that.
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return 0
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fin
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playerCombatTurn(p)
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if p->b_combatChoice <> 'D'
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playerCombatTurn(p)
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combatPause()
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fin
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break
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@ -586,7 +586,8 @@ def _showPlayerSheet(player_num)#1 // funcTbl functions always have to return a
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// Other operations...
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is '&' // add health cheat
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if global->b_godmode
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player=>w_health = player=>w_health + 50
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player=>w_health = player=>w_maxHealth
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redisplay = 2
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fin
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break
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is '$' // add gold cheat
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