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Comparing deliantra/server/server/player.C (file contents):
Revision 1.100 by root, Sat Jan 20 22:09:55 2007 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC

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 == '%')
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
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path; 199 maplevel = ob->map->path;
200 ob->remove (); 200 ob->remove ();
201 ob->map = 0; 201 ob->map = 0;
202 party = 0;
202 203
203 // for weird reasons, this is often "ob", keeping a circular reference 204 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0; 205 ranges [range_skill] = 0;
205 206
206 players.erase (this); 207 players.erase (this);
214 this->ns = ns; 215 this->ns = ns;
215 ns->pl = this; 216 ns->pl = this;
216 217
217 run_on = 0; 218 run_on = 0;
218 fire_on = 0; 219 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 220 ob->close_container (); //TODO: client-specific
220 221
221 ns->update_look = 0; 222 ns->update_look = 0;
222 ns->look_position = 0; 223 ns->look_position = 0;
223 224
224 clear_los (ob); 225 clear_los (ob);
236 link_player_skills (ob); 237 link_player_skills (ob);
237 238
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 240
240 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 242
252 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
254 { 245 {
255 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
300 ns->reset_stats (); 291 ns->reset_stats ();
301 ns->pl = 0; 292 ns->pl = 0;
302 this->ns = 0; 293 this->ns = 0;
303 } 294 }
304 295
296 if (ob)
305 ob->container = 0; //TODO: client-specific 297 ob->close_container (); //TODO: client-specific
298
306 deactivate (); 299 deactivate ();
307} 300}
308 301
309// the need for this function can be explained 302// the need for this function can be explained
310// by load_object not returning the object 303// by load_object not returning the object
311void 304void
312player::set_object (object *op) 305player::set_object (object *op)
313{ 306{
314 ob = op; 307 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
316 309
317 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
318 ob->speed = 1.0; 311 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 313}
325 314
326player::player () 315player::player ()
327{ 316{
328 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 318 * we deal with that below this point.
330 */ 319 */
331 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 6; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 10; /* Keeps present behaviour */
333 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
334 323
335 savebed_map = first_map_path; /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
336 325
337 gen_sp_armour = 10; 326 gen_sp_armour = 10;
372player::create () 361player::create ()
373{ 362{
374 player *pl = new player; 363 player *pl = new player;
375 364
376 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
377 set_first_map (pl->ob); 371 set_first_map (pl->ob);
378 372
379 return pl; 373 return pl;
380} 374}
381 375
883 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
884 878
885 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
887 881
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 883 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
891 885
892 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1036int 1030int
1037check_pick (object *op) 1031check_pick (object *op)
1038{ 1032{
1039 object *tmp, *next; 1033 object *tmp, *next;
1040 int stop = 0; 1034 int stop = 0;
1041 int j, k, wvratio; 1035 int wvratio;
1042 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1043 1037
1044 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1046 return 1; 1040 return 1;
1047 1041
1384 * found object is returned. 1378 * found object is returned.
1385 */ 1379 */
1386object * 1380object *
1387find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1388{ 1382{
1389 object *tmp = NULL; 1383 object *tmp = 0;
1390 1384
1391 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1395 return op; 1389 return op;
1390
1396 return tmp; 1391 return tmp;
1397} 1392}
1398 1393
1399/* 1394/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1399 */
1405
1406object * 1400object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1408{ 1402{
1409 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return; 1865 return;
1872 } 1866 }
1873} 1867}
1874 1868
1875
1876
1877/* find_key 1869/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1870 * 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 1871 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different. 1873 * for both is the same - just the specific key is different.
1882 * pl is the player, 1874 * pl is the player,
1883 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1886 */ 1878 */
1887
1888object * 1879object *
1889find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1890{ 1881{
1891 object *tmp, *key; 1882 object *tmp, *key;
1892 1883
1893 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1885 if (!container->inv)
1895 return NULL; 1886 return 0;
1896 1887
1897 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1890 {
1900 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1892 break;
1902 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1904 */ 1895 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1897 break;
1907 } 1898 }
1899
1908 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1901 /* 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 1902 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1903 * a key, return
1912 */ 1904 */
1913 if (!tmp) 1905 if (!tmp)
1914 { 1906 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1908 {
1917 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1911 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1921 return key; 1913 return key;
1922 } 1914 }
1923 } 1915 }
1916
1924 if (!tmp) 1917 if (!tmp)
1925 return NULL; 1918 return NULL;
1926 } 1919 }
1920
1927 /* We get down here if we have found a key. Now if its in a container, 1921 /* 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 1922 * see if we actually want to use it
1929 */ 1923 */
1930 if (pl != container) 1924 if (pl != container)
1931 { 1925 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 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)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1948 return NULL;
1955 } 1949 }
1956 } 1950 }
1951
1957 return tmp; 1952 return tmp;
1958} 1953}
1959 1954
1960/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1981 make_visible (op); 1976 make_visible (op);
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
1984 if (door->type == DOOR) 1980 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1989 { 1983 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 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 ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1986 }
1987
1993 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1996 if (container != op) 1991 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
1998 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
1999 } 1995 }
2000 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2001 { 1997 {
2002 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2000 return 1;
2005 } 2001 }
2002
2006 return 0; 2003 return 0;
2007} 2004}
2008 2005
2009/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2259 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2260 */ 2257 */
2261int 2258int
2262handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2263{ 2260{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2262 {
2286 flee_player (op); 2263 flee_player (op);
2287 /* 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 */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2367 * from. 2344 * from.
2368 */ 2345 */
2369void 2346void
2370remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2371{ 2348{
2372 object *next;
2373
2374 while (op) 2349 while (op)
2375 { 2350 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2352
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2419 int rate_grace = 2000;
2445 const int max_hp = 1; 2420 const int max_hp = 1;
2446 const int max_sp = 1; 2421 const int max_sp = 1;
2447 const int max_grace = 1; 2422 const int max_grace = 1;
2448 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2449 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2450 {
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2453 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2454 }
2455 2447
2456 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2457 { 2449 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2459 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2708 tmp->name = buf; 2700 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2704 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2707 tmp->insert_at (op, tmp);
2716 } 2708 }
2717 2709
2718 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2910
2919 /* 2911 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2912 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2913 * and put them back in the map.
2923 */ 2914 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
2927 2916
2928 /****************************************/ 2917 /****************************************/
2929 /* */ 2918 /* */
2930 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
2971void 2960void
2972loot_object (object *op) 2961loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
2975 2964
2976 if (op->container) 2965 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2966
2979 for (tmp = op->inv; tmp; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
2980 { 2968 {
2981 next = tmp->below; 2969 next = tmp->below;
2982 2970
2983 if (tmp->invisible) 2971 if (tmp->invisible)
2984 continue; 2972 continue;
2985 2973
2986 tmp->remove (); 2974 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
2988 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2979
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2981 {
2994 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
2995 { 2983 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3008/* 2996/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2999 * was changed.
3012 */ 3000 */
3013
3014void 3001void
3015fix_weight (void) 3002fix_weight (void)
3016{ 3003{
3017 for_all_players (pl) 3004 for_all_players (pl)
3018 { 3005 {
3078 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3079 { 3066 {
3080 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3082 } 3069 }
3070
3083 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3084} 3072}
3085 3073
3086int 3074int
3087is_true_undead (object *op) 3075is_true_undead (object *op)
3088{ 3076{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3078 return 1;
3093 3079
3094 return 0; 3080 return 0;
3095} 3081}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3370 int i = 0, j = 0;
3385 3371
3386 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3395 3381
3396 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3397 return; 3383 return;
3398 3384
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3539 pl->ranges[i] = 0; 3525 pl->ranges[i] = 0;
3540 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3541 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3542 } 3528 }
3543} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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