… | |
… | |
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. */ |
154 | static void |
154 | static 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 | // for weird reasons, this is often "ob", keeping a circular reference |
… | |
… | |
288 | |
291 | |
289 | INVOKE_PLAYER (DISCONNECT, this); |
292 | INVOKE_PLAYER (DISCONNECT, this); |
290 | |
293 | |
291 | ns->reset_stats (); |
294 | ns->reset_stats (); |
292 | ns->pl = 0; |
295 | ns->pl = 0; |
293 | this->ns = 0; |
296 | ns = 0; |
294 | } |
297 | } |
295 | |
298 | |
|
|
299 | if (ob) |
296 | ob->close_container (); //TODO: client-specific |
300 | ob->close_container (); //TODO: client-specific |
|
|
301 | |
297 | deactivate (); |
302 | deactivate (); |
298 | } |
303 | } |
299 | |
304 | |
300 | // the need for this function can be explained |
305 | // the need for this function can be explained |
301 | // by load_object not returning the object |
306 | // by load_object not returning the object |
… | |
… | |
313 | player::player () |
318 | player::player () |
314 | { |
319 | { |
315 | /* There are some elements we want initialised to non zero value - |
320 | /* There are some elements we want initialised to non zero value - |
316 | * we deal with that below this point. |
321 | * we deal with that below this point. |
317 | */ |
322 | */ |
318 | outputs_sync = 16; /* Every 2 seconds */ |
323 | outputs_sync = 4; |
319 | outputs_count = 8; /* Keeps present behaviour */ |
324 | outputs_count = 4; |
320 | unapply = unapply_nochoice; |
325 | unapply = unapply_nochoice; |
321 | |
326 | |
322 | savebed_map = first_map_path; /* Init. respawn position */ |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
323 | |
328 | |
324 | gen_sp_armour = 10; |
329 | gen_sp_armour = 10; |
… | |
… | |
863 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
864 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
865 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
866 | * not the class. |
871 | * not the class. |
867 | */ |
872 | */ |
868 | int |
873 | void |
869 | key_change_class (object *op, char key) |
874 | player::chargen_race_done () |
870 | { |
875 | { |
871 | int tmp_loop; |
|
|
872 | |
|
|
873 | if (key == 'd' || key == 'D') |
|
|
874 | { |
|
|
875 | char buf[MAX_BUF]; |
|
|
876 | |
|
|
877 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
878 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
879 | |
878 | |
880 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
881 | if (tl) |
880 | if (tl) |
882 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
883 | |
882 | |
884 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
885 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
886 | |
885 | |
887 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
888 | |
887 | |
889 | if (op->msg) |
888 | if (ob->msg) |
890 | op->msg = NULL; |
889 | ob->msg = 0; |
891 | |
890 | |
892 | /* 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 |
893 | * to save here. |
892 | * to save here. |
894 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
895 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
896 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
897 | |
899 | |
898 | start_info (op); |
900 | start_info (ob); |
899 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
900 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
901 | link_player_skills (op); |
903 | link_player_skills (ob); |
902 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
903 | op->update_stats (); |
905 | ob->update_stats (); |
904 | |
906 | |
905 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
906 | * is one for this race |
908 | * is one for this race |
907 | */ |
909 | */ |
908 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
909 | { |
911 | { |
910 | object *tmp; |
912 | object *tmp; |
911 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
912 | |
914 | |
913 | 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); |
914 | tmp = object::create (); |
916 | tmp = object::create (); |
915 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
916 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
917 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
918 | 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; |
919 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
920 | * default initial map */ |
922 | * default initial map */ |
921 | tmp->destroy (); |
923 | tmp->destroy (); |
922 | } |
924 | } |
923 | else |
925 | else |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
925 | |
928 | |
926 | return 0; |
929 | void |
927 | } |
930 | player::chargen_race_next () |
928 | |
931 | { |
929 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
930 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
931 | */ |
934 | */ |
932 | |
935 | |
933 | tmp_loop = 0; |
936 | do |
934 | while (!tmp_loop) |
|
|
935 | { |
937 | { |
936 | shstr name = op->name; |
938 | shstr name = ob->name; |
937 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
938 | |
940 | |
939 | op->remove_statbonus (); |
941 | ob->remove_statbonus (); |
940 | op->remove (); |
942 | ob->remove (); |
941 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
942 | op->arch->clone.copy_to (op); |
944 | ob->arch->clone.copy_to (ob); |
943 | op->instantiate (); |
945 | ob->instantiate (); |
944 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
945 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
946 | op->x = x; |
948 | ob->x = x; |
947 | op->y = y; |
949 | ob->y = y; |
948 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
951 | op->add_statbonus (); |
953 | ob->add_statbonus (); |
952 | tmp_loop = allowed_class (op); |
|
|
953 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
954 | |
956 | |
955 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
956 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
957 | op->update_stats (); |
959 | ob->update_stats (); |
958 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
959 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
960 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
961 | |
|
|
962 | if (op->msg) |
|
|
963 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
964 | |
|
|
965 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
966 | return 0; |
|
|
967 | } |
963 | } |
968 | |
964 | |
969 | void |
965 | void |
970 | flee_player (object *op) |
966 | flee_player (object *op) |
971 | { |
967 | { |
… | |
… | |
1028 | int |
1024 | int |
1029 | check_pick (object *op) |
1025 | check_pick (object *op) |
1030 | { |
1026 | { |
1031 | object *tmp, *next; |
1027 | object *tmp, *next; |
1032 | int stop = 0; |
1028 | int stop = 0; |
1033 | int j, k, wvratio; |
1029 | int wvratio; |
1034 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1035 | |
1031 | |
1036 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1037 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1038 | return 1; |
1034 | return 1; |
1039 | |
1035 | |
… | |
… | |
1594 | if (op->type == PLAYER) |
1590 | if (op->type == PLAYER) |
1595 | 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); |
1596 | /* 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 */ |
1597 | else |
1593 | else |
1598 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1595 | |
1599 | return 0; |
1596 | return 0; |
1600 | } |
1597 | } |
1601 | } |
1598 | } |
1602 | |
1599 | |
1603 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1600 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1634 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1635 | op->update_stats (); |
1632 | op->update_stats (); |
1636 | } |
1633 | } |
1637 | |
1634 | |
1638 | SET_ANIMATION (arrow, arrow->direction); |
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
1639 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1640 | arrow->stats.hp = arrow->stats.dam; |
1638 | arrow->stats.hp = arrow->stats.dam; |
1641 | arrow->stats.grace = arrow->attacktype; |
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
1642 | if (arrow->slaying != NULL) |
1641 | if (arrow->slaying) |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1644 | |
1643 | |
1645 | /* Note that this was different for monsters - they got their level |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1646 | * added to the damage. I think the strength bonus is more proper. |
|
|
1647 | */ |
|
|
1648 | |
|
|
1649 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1650 | |
1645 | |
1651 | /* update the speed */ |
1646 | /* update the speed */ |
1652 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1653 | 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; |
1654 | |
1649 | |
1655 | arrow->set_speed (max (arrow->speed, 1.0)); |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1656 | arrow->speed_left = 0; |
1651 | arrow->speed_left = 0; |
1657 | |
1652 | |
|
|
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1654 | |
1658 | if (op->type == PLAYER) |
1655 | if (op->type == PLAYER) |
1659 | { |
1656 | { |
1660 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1661 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1662 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1663 | |
|
|
1664 | 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; |
1665 | } |
1662 | } |
1666 | else |
1663 | else |
1667 | { |
1664 | { |
1668 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1669 | arrow->level = op->level; |
1665 | arrow->level = op->level; |
1670 | } |
1666 | arrow->stats.wc -= bow->magic; |
1671 | |
1667 | |
1672 | if (arrow->attacktype == AT_PHYSICAL) |
1668 | if (!arrow->slaying) |
|
|
1669 | arrow->slaying = bow->slaying; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
1673 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
1674 | |
|
|
1675 | if (bow->slaying) |
|
|
1676 | arrow->slaying = bow->slaying; |
|
|
1677 | |
1675 | |
1678 | arrow->move_type = MOVE_FLY_LOW; |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1679 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1680 | |
1678 | |
1681 | 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); |
… | |
… | |
1834 | case range_misc: |
1832 | case range_misc: |
1835 | fire_misc_object (op, dir); |
1833 | fire_misc_object (op, dir); |
1836 | return; |
1834 | return; |
1837 | |
1835 | |
1838 | case range_golem: /* Control summoned monsters from scrolls */ |
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
1839 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1840 | { |
|
|
1841 | op->contr->ranges[range_golem] = 0; |
|
|
1842 | op->contr->shoottype = range_none; |
|
|
1843 | } |
|
|
1844 | else |
|
|
1845 | control_golem (op->contr->ranges[range_golem], dir); |
1837 | control_golem (op->contr->ranges[range_golem], dir); |
1846 | return; |
1838 | return; |
1847 | |
1839 | |
1848 | case range_skill: |
1840 | case range_skill: |
1849 | if (!op->chosen_skill) |
1841 | if (!op->chosen_skill) |
1850 | { |
1842 | { |
1851 | if (op->type == PLAYER) |
1843 | if (op->type == PLAYER) |
1852 | 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 | |
1853 | return; |
1846 | return; |
1854 | } |
1847 | } |
1855 | |
1848 | |
1856 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1857 | return; |
1850 | return; |
… | |
… | |
2254 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. |
2255 | */ |
2248 | */ |
2256 | int |
2249 | int |
2257 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2258 | { |
2251 | { |
2259 | if (op->contr->hidden) |
|
|
2260 | { |
|
|
2261 | op->invisible = 1000; |
|
|
2262 | /* the socket code flashes the player visible/invisible |
|
|
2263 | * depending on the value of invisible, so we need to |
|
|
2264 | * alternate it here for it to work correctly. |
|
|
2265 | */ |
|
|
2266 | if (pticks & 2) |
|
|
2267 | op->invisible--; |
|
|
2268 | } |
|
|
2269 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2270 | { |
|
|
2271 | op->invisible--; |
|
|
2272 | if (!op->invisible) |
|
|
2273 | { |
|
|
2274 | make_visible (op); |
|
|
2275 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2276 | } |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2280 | { |
2253 | { |
2281 | flee_player (op); |
2254 | flee_player (op); |
2282 | /* 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 */ |
2283 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2284 | { |
2257 | { |
2285 | op->speed_left--; |
2258 | op->speed_left--; |
2286 | return 0; |
2259 | return 0; |
2287 | } |
2260 | } |
2288 | } |
2261 | } |
2289 | |
|
|
2290 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2291 | * the player object still points to the defunct golem. The code that |
|
|
2292 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2293 | * put this in a a workaround to clean up the golem pointer. |
|
|
2294 | */ |
|
|
2295 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2296 | op->contr->ranges[range_golem] = 0; |
|
|
2297 | |
2262 | |
2298 | /* 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 |
2299 | * the players time has been increased when doericserver has been |
2264 | * the players time has been increased when doericserver has been |
2300 | * called, so we recheck it here. |
2265 | * called, so we recheck it here. |
2301 | */ |
2266 | */ |
… | |
… | |
2437 | int rate_grace = 2000; |
2402 | int rate_grace = 2000; |
2438 | const int max_hp = 1; |
2403 | const int max_hp = 1; |
2439 | const int max_sp = 1; |
2404 | const int max_sp = 1; |
2440 | const int max_grace = 1; |
2405 | const int max_grace = 1; |
2441 | |
2406 | |
2442 | 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--; |
2443 | { |
2416 | } |
2444 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2417 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2445 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2418 | { |
2446 | 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 | } |
2447 | } |
2424 | } |
2448 | |
2425 | |
2449 | if (op->contr->ns->state == ST_PLAYING) |
2426 | if (op->contr->ns->state == ST_PLAYING) |
2450 | { |
2427 | { |
2451 | /* these next three if clauses make it possible to SLOW DOWN |
2428 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2473 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2474 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2475 | } |
2452 | } |
2476 | |
2453 | |
2477 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2478 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2479 | { |
2456 | { |
2480 | 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); |
2481 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2482 | { |
2459 | { |
2483 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
2908 | op->stats.hp = op->stats.maxhp; |
2885 | op->stats.hp = op->stats.maxhp; |
2909 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2886 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2910 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2887 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2911 | |
2888 | |
2912 | /* |
2889 | /* |
2913 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2914 | * 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 |
2915 | * in the map. |
2891 | * and put them back in the map. |
2916 | */ |
2892 | */ |
2917 | |
|
|
2918 | if (is_in_shop (op)) |
|
|
2919 | remove_unpaid_objects (op->inv, op); |
2893 | remove_unpaid_objects (op->inv, op); |
2920 | |
2894 | |
2921 | /****************************************/ |
2895 | /****************************************/ |
2922 | /* */ |
2896 | /* */ |
2923 | /* Move player to his current respawn- */ |
2897 | /* Move player to his current respawn- */ |
2924 | /* position (usually last savebed) */ |
2898 | /* position (usually last savebed) */ |
… | |
… | |
3069 | if (op->type == PLAYER) |
3043 | if (op->type == PLAYER) |
3070 | { |
3044 | { |
3071 | op->contr->tmp_invis = 0; |
3045 | op->contr->tmp_invis = 0; |
3072 | op->contr->invis_race = 0; |
3046 | op->contr->invis_race = 0; |
3073 | } |
3047 | } |
|
|
3048 | |
3074 | update_object (op, UP_OBJ_FACE); |
3049 | update_object (op, UP_OBJ_CHANGE); |
3075 | } |
3050 | } |
3076 | |
3051 | |
3077 | int |
3052 | int |
3078 | is_true_undead (object *op) |
3053 | is_true_undead (object *op) |
3079 | { |
3054 | { |
3080 | object *tmp = NULL; |
|
|
3081 | |
|
|
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3083 | return 1; |
3056 | return 1; |
3084 | |
3057 | |
3085 | return 0; |
3058 | return 0; |
3086 | } |
3059 | } |
… | |
… | |
3374 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3347 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3375 | int i = 0, j = 0; |
3348 | int i = 0, j = 0; |
3376 | |
3349 | |
3377 | /* get the appropriate treasurelist */ |
3350 | /* get the appropriate treasurelist */ |
3378 | if (atnr == ATNR_FIRE) |
3351 | if (atnr == ATNR_FIRE) |
3379 | trlist = find_treasurelist ("dragon_ability_fire"); |
3352 | trlist = treasurelist::find ("dragon_ability_fire"); |
3380 | else if (atnr == ATNR_COLD) |
3353 | else if (atnr == ATNR_COLD) |
3381 | trlist = find_treasurelist ("dragon_ability_cold"); |
3354 | trlist = treasurelist::find ("dragon_ability_cold"); |
3382 | else if (atnr == ATNR_ELECTRICITY) |
3355 | else if (atnr == ATNR_ELECTRICITY) |
3383 | trlist = find_treasurelist ("dragon_ability_elec"); |
3356 | trlist = treasurelist::find ("dragon_ability_elec"); |
3384 | else if (atnr == ATNR_POISON) |
3357 | else if (atnr == ATNR_POISON) |
3385 | trlist = find_treasurelist ("dragon_ability_poison"); |
3358 | trlist = treasurelist::find ("dragon_ability_poison"); |
3386 | |
3359 | |
3387 | if (trlist == NULL || who->type != PLAYER) |
3360 | if (trlist == NULL || who->type != PLAYER) |
3388 | return; |
3361 | return; |
3389 | |
3362 | |
3390 | 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++); |