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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC

124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
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
200 if (ob->map)
199 maplevel = ob->map->path; 201 maplevel = ob->map->path;
202
200 ob->remove (); 203 ob->remove ();
201 ob->map = 0; 204 ob->map = 0;
202 party = 0; 205 party = 0;
203 206
204 // for weird reasons, this is often "ob", keeping a circular reference 207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 208
207 players.erase (this); 209 players.erase (this);
208} 210}
209 211
210// connect the player with a specific client 212// connect the player with a specific client
227 ns->reset_stats (); 229 ns->reset_stats ();
228 230
229 /* make sure he's a player -- needed because of class change. */ 231 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 232 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 233 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 234
236 ob->carrying = sum_weight (ob); 235 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 236 link_player_skills (ob);
238 237
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
288 287
289 INVOKE_PLAYER (DISCONNECT, this); 288 INVOKE_PLAYER (DISCONNECT, this);
290 289
291 ns->reset_stats (); 290 ns->reset_stats ();
292 ns->pl = 0; 291 ns->pl = 0;
293 this->ns = 0; 292 ns = 0;
294 } 293 }
295 294
296 if (ob) 295 if (ob)
297 ob->close_container (); //TODO: client-specific 296 ob->close_container (); //TODO: client-specific
298 297
315player::player () 314player::player ()
316{ 315{
317 /* There are some elements we want initialised to non zero value - 316 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 317 * we deal with that below this point.
319 */ 318 */
320 outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 4;
322 unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
323 322
324 savebed_map = first_map_path; /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
325 324
326 gen_sp_armour = 10; 325 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 326 bowtype = bow_normal;
329 petmode = pet_normal; 327 petmode = pet_normal;
330 listening = 10; 328 listening = 10;
331 usekeys = containers; 329 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 330 peaceful = 1; /* default peaceful */
865 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
868 * not the class. 866 * not the class.
869 */ 867 */
870int 868void
871key_change_class (object *op, char key) 869player::chargen_race_done ()
872{ 870{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 873
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 875 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
885 877
886 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
888 880
889 op->contr->ns->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
890 882
891 if (op->msg) 883 if (ob->msg)
892 op->msg = NULL; 884 ob->msg = 0;
893 885
894 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
895 * to save here. 887 * to save here.
896 */ 888 */
889 {
890 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
899 894
900 start_info (op); 895 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 898 link_player_skills (ob);
904 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
905 op->update_stats (); 900 ob->update_stats ();
906 901
907 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
908 * is one for this race 903 * is one for this race
909 */ 904 */
910 if (*first_map_ext_path) 905 if (*first_map_ext_path)
911 { 906 {
912 object *tmp; 907 object *tmp;
913 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
914 909
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 911 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
922 * default initial map */ 917 * default initial map */
923 tmp->destroy (); 918 tmp->destroy ();
924 } 919 }
925 else 920 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
927 923
928 return 0; 924void
929 } 925player::chargen_race_next ()
930 926{
931 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
933 */ 929 */
934 930
935 tmp_loop = 0; 931 do
936 while (!tmp_loop)
937 { 932 {
938 shstr name = op->name; 933 shstr name = ob->name;
939 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
940 935
941 op->remove_statbonus (); 936 ob->remove_statbonus ();
942 op->remove (); 937 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 940 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
948 op->x = x; 943 ob->x = x;
949 op->y = y; 944 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 948 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 949 }
950 while (!allowed_class (ob));
956 951
957 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 954 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 957 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 958}
970 959
971void 960void
972flee_player (object *op) 961flee_player (object *op)
973{ 962{
1470 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1460 * op = the shooter
1472 * type = bow->race 1461 * type = bow->race
1473 * dir = fire direction 1462 * dir = fire direction
1474 */ 1463 */
1475
1476object * 1464object *
1477pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1478{ 1466{
1479 object *tmp = NULL; 1467 object *tmp = NULL;
1480 maptile *m; 1468 maptile *m;
1554 { 1542 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1544 return 0;
1557 } 1545 }
1558 1546
1559 if (op->type == PLAYER) 1547 if (player *pl = op->contr)
1560 bow = op->contr->ranges[range_bow]; 1548 {
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1561 else 1558 else
1562 { 1559 {
1563 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1567 if (!bow)
1571 { 1568 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1570 return 0;
1574 } 1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1575 } 1580 }
1576 1581
1577 if (!bow->race || !bow->skill) 1582 if (!bow->race || !bow->skill)
1578 { 1583 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1596 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1604 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1601 return 0; 1607 return 0;
1602 } 1608 }
1603 } 1609 }
1604 1610
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1643 op->update_stats ();
1638 } 1644 }
1639 1645
1640 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1644 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1646 1654
1647 /* Note that this was different for monsters - they got their level 1655 arrow->stats.dam += op->stats.dam + arrow->magic;
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652 1656
1653 /* update the speed */ 1657 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656 1660
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1661 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1659 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1660 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1661 { 1667 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1667 } 1673 }
1668 else 1674 else
1669 { 1675 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1676 arrow->level = op->level;
1672 } 1677 arrow->stats.wc -= bow->magic;
1673 1678
1674 if (arrow->attacktype == AT_PHYSICAL) 1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1681 }
1682
1683 arrow->stats.wc -= arrow->level;
1684
1675 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679 1686
1680 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1689
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1709{ 1716{
1710 int ret = 0, wcmod = 0; 1717 int ret = 0, wcmod = 0;
1711 1718
1712 if (op->contr->bowtype == bow_bestarrow) 1719 if (op->contr->bowtype == bow_bestarrow)
1713 { 1720 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1722 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1724 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1726 wcmod = -1;
1746 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1747 */ 1754 */
1748void 1755void
1749fire_misc_object (object *op, int dir) 1756fire_misc_object (object *op, int dir)
1750{ 1757{
1751 object *item; 1758 object *item = op->contr->ranged_ob;
1752 1759
1753 if (!op->contr->ranges[range_misc]) 1760 if (!item)
1754 { 1761 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1763 return;
1757 } 1764 }
1758 1765
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1766 if (!item->inv)
1761 { 1767 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1769 return;
1764 } 1770 }
1771
1765 if (item->type == WAND) 1772 if (item->type == WAND)
1766 { 1773 {
1767 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1768 { 1775 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818 1825
1819 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1821 make_visible (op); 1828 make_visible (op);
1822 1829
1823 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1824 { 1833 {
1825 case range_none: 1834 control_golem (op->contr->golem, dir);
1826 return; 1835 return;
1836 }
1827 1837
1828 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1829 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
1830 return; 1847 break;
1831 1848
1832 case range_magic: /* Casting spells */ 1849 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1851 break;
1835 1852
1836 case range_misc: 1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1862 default:
1837 fire_misc_object (op, dir); 1863 fire_misc_object (op, dir);
1838 return; 1864 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1865 }
1867} 1866}
1868 1867
1869/* find_key 1868/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1969 if (key)
1971 { 1970 {
1972 object *container = key->env; 1971 object *container = key->env;
1973 1972
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
1975 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1976 make_visible (op); 1976 make_visible (op);
1977
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1979 spring_trap (door->inv, op);
1979 1980
1980 if (door->type == DOOR) 1981 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2012 */
2012void 2013void
2013move_player_attack (object *op, int dir) 2014move_player_attack (object *op, int dir)
2014{ 2015{
2015 object *tmp, *mon; 2016 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2017 int on_battleground;
2018 maptile *m; 2018 maptile *m;
2019 2019
2020 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2022 2022
2023 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2024 2024
2025 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2106 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2107 if (op->contr->braced)
2108 return; 2108 return;
2109 2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2113 make_visible (op);
2114 2114
2115 return; 2115 return;
2116 } 2116 }
2256 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2257 */ 2257 */
2258int 2258int
2259handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2260{ 2260{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2262 {
2283 flee_player (op); 2263 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2266 {
2287 op->speed_left--; 2267 op->speed_left--;
2288 return 0; 2268 return 0;
2289 } 2269 }
2290 } 2270 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2271
2300 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2274 * called, so we recheck it here.
2303 */ 2275 */
2439 int rate_grace = 2000; 2411 int rate_grace = 2000;
2440 const int max_hp = 1; 2412 const int max_hp = 1;
2441 const int max_sp = 1; 2413 const int max_sp = 1;
2442 const int max_grace = 1; 2414 const int max_grace = 1;
2443 2415
2444 if (op->contr->outputs_sync) 2416 if (op->contr->hidden)
2417 {
2418 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2445 { 2425 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2427 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2449 } 2433 }
2450 2434
2451 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2452 { 2436 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2461 }
2478 2462
2479 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2465 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2484 { 2468 {
2485 op->stats.sp++; 2469 op->stats.sp++;
2910 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2897
2914 /* 2898 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2900 * and put them back in the map.
2918 */ 2901 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2922 2903
2923 /****************************************/ 2904 /****************************************/
2924 /* */ 2905 /* */
2925 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
3071 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3072 { 3053 {
3073 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3075 } 3056 }
3057
3076 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3077} 3059}
3078 3060
3079int 3061int
3080is_true_undead (object *op) 3062is_true_undead (object *op)
3081{ 3063{
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3357 int i = 0, j = 0;
3376 3358
3377 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3386 3368
3387 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3388 return; 3370 return;
3389 3371
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3504 * not readied.
3523 */ 3505 */
3524void 3506void
3525player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3526{ 3508{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3528 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3517}
3535 3518
3536sint8 3519sint8
3537player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3538{ 3521{

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