ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.101 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 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
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;
205 party = 0;
202 206
203 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0; 208 ranges [range_skill] = 0;
205 209
206 players.erase (this); 210 players.erase (this);
214 this->ns = ns; 218 this->ns = ns;
215 ns->pl = this; 219 ns->pl = this;
216 220
217 run_on = 0; 221 run_on = 0;
218 fire_on = 0; 222 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 223 ob->close_container (); //TODO: client-specific
220 224
221 ns->update_look = 0; 225 ns->update_look = 0;
222 ns->look_position = 0; 226 ns->look_position = 0;
223 227
224 clear_los (ob); 228 clear_los (ob);
236 link_player_skills (ob); 240 link_player_skills (ob);
237 241
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 243
240 assign (title, ob->arch->clone.name); 244 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);
251 245
252 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
254 { 248 {
255 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
297 291
298 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
299 293
300 ns->reset_stats (); 294 ns->reset_stats ();
301 ns->pl = 0; 295 ns->pl = 0;
302 this->ns = 0; 296 ns = 0;
303 } 297 }
304 298
299 if (ob)
305 ob->container = 0; //TODO: client-specific 300 ob->close_container (); //TODO: client-specific
301
306 deactivate (); 302 deactivate ();
307} 303}
308 304
309// the need for this function can be explained 305// the need for this function can be explained
310// by load_object not returning the object 306// by load_object not returning the object
311void 307void
312player::set_object (object *op) 308player::set_object (object *op)
313{ 309{
314 ob = op; 310 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
316 312
317 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
318 ob->speed = 1.0; 314 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 315 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} 316}
325 317
326player::player () 318player::player ()
327{ 319{
328 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 321 * we deal with that below this point.
330 */ 322 */
331 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
333 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
334 326
335 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
336 328
337 gen_sp_armour = 10; 329 gen_sp_armour = 10;
372player::create () 364player::create ()
373{ 365{
374 player *pl = new player; 366 player *pl = new player;
375 367
376 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
377 set_first_map (pl->ob); 374 set_first_map (pl->ob);
378 375
379 return pl; 376 return pl;
380} 377}
381 378
871 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
874 * not the class. 871 * not the class.
875 */ 872 */
876int 873void
877key_change_class (object *op, char key) 874player::chargen_race_done ()
878{ 875{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 878
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 880 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
891 882
892 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
894 885
895 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
896 887
897 if (op->msg) 888 if (ob->msg)
898 op->msg = NULL; 889 ob->msg = 0;
899 890
900 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
901 * to save here. 892 * to save here.
902 */ 893 */
894 {
895 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
905 899
906 start_info (op); 900 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 903 link_player_skills (ob);
910 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
911 op->update_stats (); 905 ob->update_stats ();
912 906
913 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
914 * is one for this race 908 * is one for this race
915 */ 909 */
916 if (*first_map_ext_path) 910 if (*first_map_ext_path)
917 { 911 {
918 object *tmp; 912 object *tmp;
919 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
920 914
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
922 tmp = object::create (); 916 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
925 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
928 * default initial map */ 922 * default initial map */
929 tmp->destroy (); 923 tmp->destroy ();
930 } 924 }
931 else 925 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
933 928
934 return 0; 929void
935 } 930player::chargen_race_next ()
936 931{
937 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
939 */ 934 */
940 935
941 tmp_loop = 0; 936 do
942 while (!tmp_loop)
943 { 937 {
944 shstr name = op->name; 938 shstr name = ob->name;
945 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
946 940
947 op->remove_statbonus (); 941 ob->remove_statbonus ();
948 op->remove (); 942 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
951 op->instantiate (); 945 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
954 op->x = x; 948 ob->x = x;
955 op->y = y; 949 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
959 op->add_statbonus (); 953 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 954 }
955 while (!allowed_class (ob));
962 956
963 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 959 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 962 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 963}
976 964
977void 965void
978flee_player (object *op) 966flee_player (object *op)
979{ 967{
1036int 1024int
1037check_pick (object *op) 1025check_pick (object *op)
1038{ 1026{
1039 object *tmp, *next; 1027 object *tmp, *next;
1040 int stop = 0; 1028 int stop = 0;
1041 int j, k, wvratio; 1029 int wvratio;
1042 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1043 1031
1044 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1046 return 1; 1034 return 1;
1047 1035
1384 * found object is returned. 1372 * found object is returned.
1385 */ 1373 */
1386object * 1374object *
1387find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1388{ 1376{
1389 object *tmp = NULL; 1377 object *tmp = 0;
1390 1378
1391 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1395 return op; 1383 return op;
1384
1396 return tmp; 1385 return tmp;
1397} 1386}
1398 1387
1399/* 1388/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1393 */
1405
1406object * 1394object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1408{ 1396{
1409 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1602 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1593 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1607 return 0; 1596 return 0;
1608 } 1597 }
1609 } 1598 }
1610 1599
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats (); 1632 op->update_stats ();
1644 } 1633 }
1645 1634
1646 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1650 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1651 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1652 1643
1653 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658 1645
1659 /* update the speed */ 1646 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662 1649
1663 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1665 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1666 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1667 { 1656 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1673 } 1662 }
1674 else 1663 else
1675 { 1664 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1665 arrow->level = op->level;
1678 } 1666 arrow->stats.wc -= bow->magic;
1679 1667
1680 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1681 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1682
1683 if (bow->slaying)
1684 arrow->slaying = bow->slaying;
1685 1675
1686 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1678
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1842 case range_misc: 1832 case range_misc:
1843 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1844 return; 1834 return;
1845 1835
1846 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1854 return; 1838 return;
1855 1839
1856 case range_skill: 1840 case range_skill:
1857 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1858 { 1842 {
1859 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1861 return; 1846 return;
1862 } 1847 }
1863 1848
1864 do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return; 1850 return;
1869 default: 1854 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return; 1856 return;
1872 } 1857 }
1873} 1858}
1874
1875
1876 1859
1877/* find_key 1860/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1861 * 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 1862 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1865 * pl is the player,
1883 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1886 */ 1869 */
1887
1888object * 1870object *
1889find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1890{ 1872{
1891 object *tmp, *key; 1873 object *tmp, *key;
1892 1874
1893 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1876 if (!container->inv)
1895 return NULL; 1877 return 0;
1896 1878
1897 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1881 {
1900 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1883 break;
1902 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1904 */ 1886 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1888 break;
1907 } 1889 }
1890
1908 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1892 /* 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 1893 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1894 * a key, return
1912 */ 1895 */
1913 if (!tmp) 1896 if (!tmp)
1914 { 1897 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1899 {
1917 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1902 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1921 return key; 1904 return key;
1922 } 1905 }
1923 } 1906 }
1907
1924 if (!tmp) 1908 if (!tmp)
1925 return NULL; 1909 return NULL;
1926 } 1910 }
1911
1927 /* We get down here if we have found a key. Now if its in a container, 1912 /* 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 1913 * see if we actually want to use it
1929 */ 1914 */
1930 if (pl != container) 1915 if (pl != container)
1931 { 1916 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 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)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1939 return NULL;
1955 } 1940 }
1956 } 1941 }
1942
1957 return tmp; 1943 return tmp;
1958} 1944}
1959 1945
1960/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1981 make_visible (op); 1967 make_visible (op);
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
1984 if (door->type == DOOR) 1971 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
1989 { 1974 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 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 ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1977 }
1978
1993 /* Do this after we print the message */ 1979 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
1996 if (container != op) 1982 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
1998 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1999 } 1986 }
2000 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2001 { 1988 {
2002 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 1991 return 1;
2005 } 1992 }
1993
2006 return 0; 1994 return 0;
2007} 1995}
2008 1996
2009/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2259 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2260 */ 2248 */
2261int 2249int
2262handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2263{ 2251{
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)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2253 {
2286 flee_player (op); 2254 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2257 {
2290 op->speed_left--; 2258 op->speed_left--;
2291 return 0; 2259 return 0;
2292 } 2260 }
2293 } 2261 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2262
2303 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2265 * called, so we recheck it here.
2306 */ 2266 */
2367 * from. 2327 * from.
2368 */ 2328 */
2369void 2329void
2370remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2371{ 2331{
2372 object *next;
2373
2374 while (op) 2332 while (op)
2375 { 2333 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2335
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2402 int rate_grace = 2000;
2445 const int max_hp = 1; 2403 const int max_hp = 1;
2446 const int max_sp = 1; 2404 const int max_sp = 1;
2447 const int max_grace = 1; 2405 const int max_grace = 1;
2448 2406
2449 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2450 { 2416 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2454 } 2424 }
2455 2425
2456 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2457 { 2427 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2452 }
2483 2453
2484 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2486 { 2456 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2489 { 2459 {
2490 op->stats.sp++; 2460 op->stats.sp++;
2708 tmp->name = buf; 2678 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " 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); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2682 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2716 } 2686 }
2717 2687
2718 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2888
2919 /* 2889 /*
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 2890 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2891 * and put them back in the map.
2923 */ 2892 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2927 2894
2928 /****************************************/ 2895 /****************************************/
2929 /* */ 2896 /* */
2930 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2971void 2938void
2972loot_object (object *op) 2939loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2975 2942
2976 if (op->container) 2943 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2944
2979 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2980 { 2946 {
2981 next = tmp->below; 2947 next = tmp->below;
2982 2948
2983 if (tmp->invisible) 2949 if (tmp->invisible)
2984 continue; 2950 continue;
2985 2951
2986 tmp->remove (); 2952 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
2988 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2957
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2959 {
2994 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
2995 { 2961 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3008/* 2974/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2977 * was changed.
3012 */ 2978 */
3013
3014void 2979void
3015fix_weight (void) 2980fix_weight (void)
3016{ 2981{
3017 for_all_players (pl) 2982 for_all_players (pl)
3018 { 2983 {
3078 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3079 { 3044 {
3080 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3082 } 3047 }
3048
3083 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3084} 3050}
3085 3051
3086int 3052int
3087is_true_undead (object *op) 3053is_true_undead (object *op)
3088{ 3054{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3056 return 1;
3093 3057
3094 return 0; 3058 return 0;
3095} 3059}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3348 int i = 0, j = 0;
3385 3349
3386 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3395 3359
3396 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3397 return; 3361 return;
3398 3362
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines