… | |
… | |
214 | this->ns = ns; |
214 | this->ns = ns; |
215 | ns->pl = this; |
215 | ns->pl = this; |
216 | |
216 | |
217 | run_on = 0; |
217 | run_on = 0; |
218 | fire_on = 0; |
218 | fire_on = 0; |
219 | ob->container = 0; //TODO: client-specific |
219 | ob->close_container (); //TODO: client-specific |
220 | |
220 | |
221 | ns->update_look = 0; |
221 | ns->update_look = 0; |
222 | ns->look_position = 0; |
222 | ns->look_position = 0; |
223 | |
223 | |
224 | clear_los (ob); |
224 | clear_los (ob); |
… | |
… | |
300 | ns->reset_stats (); |
300 | ns->reset_stats (); |
301 | ns->pl = 0; |
301 | ns->pl = 0; |
302 | this->ns = 0; |
302 | this->ns = 0; |
303 | } |
303 | } |
304 | |
304 | |
305 | ob->container = 0; //TODO: client-specific |
305 | ob->close_container (); //TODO: client-specific |
306 | deactivate (); |
306 | deactivate (); |
307 | } |
307 | } |
308 | |
308 | |
309 | // the need for this function can be explained |
309 | // the need for this function can be explained |
310 | // by load_object not returning the object |
310 | // by load_object not returning the object |
… | |
… | |
1384 | * found object is returned. |
1384 | * found object is returned. |
1385 | */ |
1385 | */ |
1386 | object * |
1386 | object * |
1387 | find_arrow (object *op, const char *type) |
1387 | find_arrow (object *op, const char *type) |
1388 | { |
1388 | { |
1389 | object *tmp = NULL; |
1389 | object *tmp = 0; |
1390 | |
1390 | |
1391 | for (op = op->inv; op; op = op->below) |
1391 | for (op = op->inv; op; op = op->below) |
1392 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1392 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1393 | tmp = find_arrow (op, type); |
1393 | tmp = find_arrow (op, type); |
1394 | else if (op->type == ARROW && op->race == type) |
1394 | else if (op->type == ARROW && op->race == type) |
1395 | return op; |
1395 | return op; |
|
|
1396 | |
1396 | return tmp; |
1397 | return tmp; |
1397 | } |
1398 | } |
1398 | |
1399 | |
1399 | /* |
1400 | /* |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1401 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1401 | * against the target. A full test is not performed, simply a basic test |
1402 | * against the target. A full test is not performed, simply a basic test |
1402 | * of resistances. The archer is making a quick guess at what he sees down |
1403 | * of resistances. The archer is making a quick guess at what he sees down |
1403 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1404 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1404 | */ |
1405 | */ |
1405 | |
|
|
1406 | object * |
1406 | object * |
1407 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1407 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1408 | { |
1408 | { |
1409 | object *tmp = NULL, *arrow, *ntmp; |
1409 | object *tmp = NULL, *arrow, *ntmp; |
1410 | int attacknum, attacktype, betterby = 0, i; |
1410 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1870 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1871 | return; |
1871 | return; |
1872 | } |
1872 | } |
1873 | } |
1873 | } |
1874 | |
1874 | |
1875 | |
|
|
1876 | |
|
|
1877 | /* find_key |
1875 | /* find_key |
1878 | * We try to find a key for the door as passed. If we find a key |
1876 | * We try to find a key for the door as passed. If we find a key |
1879 | * and successfully use it, we return the key, otherwise NULL |
1877 | * and successfully use it, we return the key, otherwise NULL |
1880 | * This function merges both normal and locked door, since the logic |
1878 | * This function merges both normal and locked door, since the logic |
1881 | * for both is the same - just the specific key is different. |
1879 | * for both is the same - just the specific key is different. |
1882 | * pl is the player, |
1880 | * pl is the player, |
1883 | * inv is the objects inventory to searched |
1881 | * inv is the objects inventory to searched |
1884 | * door is the door we are trying to match against. |
1882 | * door is the door we are trying to match against. |
1885 | * This function can be called recursively to search containers. |
1883 | * This function can be called recursively to search containers. |
1886 | */ |
1884 | */ |
1887 | |
|
|
1888 | object * |
1885 | object * |
1889 | find_key (object *pl, object *container, object *door) |
1886 | find_key (object *pl, object *container, object *door) |
1890 | { |
1887 | { |
1891 | object *tmp, *key; |
1888 | object *tmp, *key; |
1892 | |
1889 | |
1893 | /* Should not happen, but sanity checking is never bad */ |
1890 | /* Should not happen, but sanity checking is never bad */ |
1894 | if (container->inv == NULL) |
1891 | if (!container->inv) |
1895 | return NULL; |
1892 | return 0; |
1896 | |
1893 | |
1897 | /* First, lets try to find a key in the top level inventory */ |
1894 | /* First, lets try to find a key in the top level inventory */ |
1898 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1895 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1899 | { |
1896 | { |
1900 | if (door->type == DOOR && tmp->type == KEY) |
1897 | if (door->type == DOOR && tmp->type == KEY) |
1901 | break; |
1898 | break; |
1902 | /* For sanity, we should really check door type, but other stuff |
1899 | /* For sanity, we should really check door type, but other stuff |
1903 | * (like containers) can be locked with special keys |
1900 | * (like containers) can be locked with special keys |
1904 | */ |
1901 | */ |
1905 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1902 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1906 | break; |
1903 | break; |
1907 | } |
1904 | } |
|
|
1905 | |
1908 | /* No key found - lets search inventories now */ |
1906 | /* No key found - lets search inventories now */ |
1909 | /* If we find and use a key in an inventory, return at that time. |
1907 | /* If we find and use a key in an inventory, return at that time. |
1910 | * otherwise, if we search all the inventories and still don't find |
1908 | * otherwise, if we search all the inventories and still don't find |
1911 | * a key, return |
1909 | * a key, return |
1912 | */ |
1910 | */ |
1913 | if (!tmp) |
1911 | if (!tmp) |
1914 | { |
1912 | { |
1915 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1913 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1916 | { |
1914 | { |
1917 | /* No reason to search empty containers */ |
1915 | /* No reason to search empty containers */ |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1916 | if (tmp->type == CONTAINER && tmp->inv) |
1919 | { |
1917 | { |
1920 | if ((key = find_key (pl, tmp, door)) != NULL) |
1918 | if ((key = find_key (pl, tmp, door))) |
1921 | return key; |
1919 | return key; |
1922 | } |
1920 | } |
1923 | } |
1921 | } |
|
|
1922 | |
1924 | if (!tmp) |
1923 | if (!tmp) |
1925 | return NULL; |
1924 | return NULL; |
1926 | } |
1925 | } |
|
|
1926 | |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1927 | /* We get down here if we have found a key. Now if its in a container, |
1928 | * see if we actually want to use it |
1928 | * see if we actually want to use it |
1929 | */ |
1929 | */ |
1930 | if (pl != container) |
1930 | if (pl != container) |
1931 | { |
1931 | { |
… | |
… | |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1952 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1953 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1953 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1954 | return NULL; |
1954 | return NULL; |
1955 | } |
1955 | } |
1956 | } |
1956 | } |
|
|
1957 | |
1957 | return tmp; |
1958 | return tmp; |
1958 | } |
1959 | } |
1959 | |
1960 | |
1960 | /* moved door processing out of move_player_attack. |
1961 | /* moved door processing out of move_player_attack. |
1961 | * returns 1 if player has opened the door with a key |
1962 | * returns 1 if player has opened the door with a key |
… | |
… | |
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1980 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1980 | if (action_makes_visible (op)) |
1981 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1982 | make_visible (op); |
1982 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1983 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1983 | spring_trap (door->inv, op); |
1984 | spring_trap (door->inv, op); |
|
|
1985 | |
1984 | if (door->type == DOOR) |
1986 | if (door->type == DOOR) |
1985 | { |
|
|
1986 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1987 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1987 | } |
|
|
1988 | else if (door->type == LOCKED_DOOR) |
1988 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1989 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1992 | } |
|
|
1993 | |
1993 | /* Do this after we print the message */ |
1994 | /* Do this after we print the message */ |
1994 | decrease_ob (key); /* Use up one of the keys */ |
1995 | decrease_ob (key); /* Use up one of the keys */ |
1995 | /* Need to update the weight the container the key was in */ |
1996 | /* Need to update the weight the container the key was in */ |
1996 | if (container != op) |
1997 | if (container != op) |
1997 | esrv_update_item (UPD_WEIGHT, op, container); |
1998 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1999 | |
1998 | return 1; /* Nothing more to do below */ |
2000 | return 1; /* Nothing more to do below */ |
1999 | } |
2001 | } |
2000 | else if (door->type == LOCKED_DOOR) |
2002 | else if (door->type == LOCKED_DOOR) |
2001 | { |
2003 | { |
2002 | /* Might as well return now - no other way to open this */ |
2004 | /* Might as well return now - no other way to open this */ |
2003 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2005 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2004 | return 1; |
2006 | return 1; |
2005 | } |
2007 | } |
|
|
2008 | |
2006 | return 0; |
2009 | return 0; |
2007 | } |
2010 | } |
2008 | |
2011 | |
2009 | /* This function is just part of a breakup from move_player. |
2012 | /* This function is just part of a breakup from move_player. |
2010 | * It should keep the code cleaner. |
2013 | * It should keep the code cleaner. |
… | |
… | |
2367 | * from. |
2370 | * from. |
2368 | */ |
2371 | */ |
2369 | void |
2372 | void |
2370 | remove_unpaid_objects (object *op, object *env) |
2373 | remove_unpaid_objects (object *op, object *env) |
2371 | { |
2374 | { |
2372 | object *next; |
|
|
2373 | |
|
|
2374 | while (op) |
2375 | while (op) |
2375 | { |
2376 | { |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | |
2378 | |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2379 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2971 | void |
2972 | void |
2972 | loot_object (object *op) |
2973 | loot_object (object *op) |
2973 | { /* Grab and destroy some treasure */ |
2974 | { /* Grab and destroy some treasure */ |
2974 | object *tmp, *tmp2, *next; |
2975 | object *tmp, *tmp2, *next; |
2975 | |
2976 | |
2976 | if (op->container) |
2977 | op->close_container (); /* close open sack first */ |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
2978 | |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2980 | { |
2980 | { |
2981 | next = tmp->below; |
2981 | next = tmp->below; |
2982 | |
2982 | |
2983 | if (tmp->invisible) |
2983 | if (tmp->invisible) |
2984 | continue; |
2984 | continue; |
2985 | |
2985 | |
2986 | tmp->remove (); |
2986 | tmp->remove (); |
2987 | tmp->x = op->x, tmp->y = op->y; |
2987 | tmp->x = op->x, tmp->y = op->y; |
|
|
2988 | |
2988 | if (tmp->type == CONTAINER) |
2989 | if (tmp->type == CONTAINER) |
2989 | { /* empty container to ground */ |
2990 | loot_object (tmp); /* empty container to ground */ |
2990 | loot_object (tmp); |
2991 | |
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2993 | { |
2993 | { |
2994 | if (tmp->nrof > 1) |
2994 | if (tmp->nrof > 1) |
2995 | { |
2995 | { |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
… | |
… | |
3008 | /* |
3008 | /* |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
3011 | * was changed. |
3011 | * was changed. |
3012 | */ |
3012 | */ |
3013 | |
|
|
3014 | void |
3013 | void |
3015 | fix_weight (void) |
3014 | fix_weight (void) |
3016 | { |
3015 | { |
3017 | for_all_players (pl) |
3016 | for_all_players (pl) |
3018 | { |
3017 | { |