… | |
… | |
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 == '%') |
… | |
… | |
180 | |
180 | |
181 | players.insert (this); |
181 | players.insert (this); |
182 | ob->remove (); |
182 | ob->remove (); |
183 | ob->map = 0; |
183 | ob->map = 0; |
184 | ob->activate_recursive (); |
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
185 | enter_map (); |
187 | enter_map (); |
186 | } |
188 | } |
187 | |
189 | |
188 | void |
190 | void |
189 | player::deactivate () |
191 | player::deactivate () |
190 | { |
192 | { |
191 | if (!active) |
193 | if (!active) |
192 | return; |
194 | return; |
193 | |
195 | |
194 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
|
|
199 | maplevel = ob->map->path; |
196 | ob->remove (); |
200 | ob->remove (); |
197 | ob->map = 0; |
201 | ob->map = 0; |
|
|
202 | party = 0; |
|
|
203 | |
|
|
204 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
205 | ranges [range_skill] = 0; |
198 | |
206 | |
199 | players.erase (this); |
207 | players.erase (this); |
200 | } |
208 | } |
201 | |
209 | |
202 | // connect the player with a specific client |
210 | // connect the player with a specific client |
… | |
… | |
205 | player::connect (client *ns) |
213 | player::connect (client *ns) |
206 | { |
214 | { |
207 | this->ns = ns; |
215 | this->ns = ns; |
208 | ns->pl = this; |
216 | ns->pl = this; |
209 | |
217 | |
|
|
218 | run_on = 0; |
|
|
219 | fire_on = 0; |
|
|
220 | ob->close_container (); //TODO: client-specific |
|
|
221 | |
210 | ns->update_look = 0; |
222 | ns->update_look = 0; |
211 | ns->look_position = 0; |
223 | ns->look_position = 0; |
212 | |
224 | |
213 | clear_los (ob); |
225 | clear_los (ob); |
|
|
226 | |
|
|
227 | ns->reset_stats (); |
214 | |
228 | |
215 | /* make sure he's a player -- needed because of class change. */ |
229 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
230 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
231 | ob->race = ob->arch->clone.race; |
218 | |
232 | |
… | |
… | |
223 | link_player_skills (ob); |
237 | link_player_skills (ob); |
224 | |
238 | |
225 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | |
240 | |
227 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
228 | |
|
|
229 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
230 | * from the class, and not race. I don't see any way to get the class information |
|
|
231 | * to then update this. I don't think this will actually break anything - anyone |
|
|
232 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
233 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
234 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
235 | */ |
|
|
236 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
237 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
238 | |
242 | |
239 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
240 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
241 | { |
245 | { |
242 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
252 | skin = tmp; |
256 | skin = tmp; |
253 | |
257 | |
254 | set_dragon_name (ob, abil, skin); |
258 | set_dragon_name (ob, abil, skin); |
255 | } |
259 | } |
256 | |
260 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
|
259 | |
|
|
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
262 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
264 | |
264 | ob->update_stats (); |
265 | ob->update_stats (); |
… | |
… | |
285 | if (active) |
286 | if (active) |
286 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
287 | |
288 | |
288 | INVOKE_PLAYER (DISCONNECT, this); |
289 | INVOKE_PLAYER (DISCONNECT, this); |
289 | |
290 | |
|
|
291 | ns->reset_stats (); |
290 | ns->pl = 0; |
292 | ns->pl = 0; |
291 | this->ns = 0; |
293 | this->ns = 0; |
292 | } |
294 | } |
|
|
295 | |
|
|
296 | if (ob) |
|
|
297 | ob->close_container (); //TODO: client-specific |
293 | |
298 | |
294 | deactivate (); |
299 | deactivate (); |
295 | } |
300 | } |
296 | |
301 | |
297 | // the need for this function can be explained |
302 | // the need for this function can be explained |
298 | // by load_object not returning the object |
303 | // by load_object not returning the object |
299 | void |
304 | void |
300 | player::set_object (object *op) |
305 | player::set_object (object *op) |
301 | { |
306 | { |
302 | ob = op; |
307 | ob = op; |
303 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
304 | |
309 | |
305 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
306 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
307 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
308 | ob->stats.wc = 2; |
|
|
309 | ob->run_away = 25; /* Then we panick... */ |
|
|
310 | |
|
|
311 | ob->roll_stats (); |
|
|
312 | } |
313 | } |
313 | |
314 | |
314 | player::player () |
315 | player::player () |
315 | { |
316 | { |
316 | /* There are some elements we want initialised to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
321 | unapply = unapply_nochoice; |
322 | unapply = unapply_nochoice; |
322 | |
323 | |
323 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | |
325 | |
325 | gen_sp_armour = 10; |
326 | gen_sp_armour = 10; |
326 | last_speed = -1; |
|
|
327 | shoottype = range_none; |
327 | shoottype = range_none; |
328 | bowtype = bow_normal; |
328 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
329 | petmode = pet_normal; |
330 | listening = 10; |
330 | listening = 10; |
331 | usekeys = containers; |
331 | usekeys = containers; |
332 | last_weapon_sp = -1; |
|
|
333 | peaceful = 1; /* default peaceful */ |
332 | peaceful = 1; /* default peaceful */ |
334 | do_los = 1; |
333 | do_los = 1; |
335 | |
|
|
336 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
337 | * if a player quits and starts a new character, we wont |
|
|
338 | * send new values to the client, as things like exp start |
|
|
339 | * at zero. |
|
|
340 | */ |
|
|
341 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
342 | last_skill_exp[i] = -1; |
|
|
343 | |
|
|
344 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
345 | last_resist[i] = -1; |
|
|
346 | |
|
|
347 | last_stats.exp = -1; |
|
|
348 | last_weight = (uint32) - 1; |
|
|
349 | } |
334 | } |
350 | |
335 | |
351 | void |
336 | void |
352 | player::do_destroy () |
337 | player::do_destroy () |
353 | { |
338 | { |
… | |
… | |
376 | player::create () |
361 | player::create () |
377 | { |
362 | { |
378 | player *pl = new player; |
363 | player *pl = new player; |
379 | |
364 | |
380 | 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 | |
381 | set_first_map (pl->ob); |
371 | set_first_map (pl->ob); |
382 | |
372 | |
383 | return pl; |
373 | return pl; |
384 | } |
374 | } |
385 | |
375 | |
… | |
… | |
417 | object *op = NULL; |
407 | object *op = NULL; |
418 | objectlink *ol; |
408 | objectlink *ol; |
419 | unsigned lastdist; |
409 | unsigned lastdist; |
420 | rv_vector rv; |
410 | rv_vector rv; |
421 | |
411 | |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
423 | { |
413 | { |
424 | /* We should not find free objects on this friendly list, but it |
414 | /* We should not find free objects on this friendly list, but it |
425 | * does periodically happen. Given that, lets deal with it. |
415 | * does periodically happen. Given that, lets deal with it. |
426 | * While unlikely, it is possible the next object on the friendly |
416 | * While unlikely, it is possible the next object on the friendly |
427 | * list is also free, so encapsulate this in a while loop. |
417 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
431 | object *tmp = ol->ob; |
421 | object *tmp = ol->ob; |
432 | |
422 | |
433 | /* Can't do much more other than log the fact, because the object |
423 | /* Can't do much more other than log the fact, because the object |
434 | * itself will have been cleared. |
424 | * itself will have been cleared. |
435 | */ |
425 | */ |
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
437 | ol = ol->next; |
428 | ol = ol->next; |
438 | remove_friendly_object (tmp); |
429 | remove_friendly_object (tmp); |
439 | if (!ol) |
430 | if (!ol) |
440 | return op; |
431 | return op; |
441 | } |
432 | } |
… | |
… | |
530 | x = mon->x; |
521 | x = mon->x; |
531 | y = mon->y; |
522 | y = mon->y; |
532 | m = mon->map; |
523 | m = mon->map; |
533 | dir = rv.direction; |
524 | dir = rv.direction; |
534 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
535 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
536 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
537 | if (diff > max) |
529 | if (diff > max) |
538 | return 0; |
530 | return 0; |
|
|
531 | |
539 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
540 | { |
533 | { |
541 | lastx = x; |
534 | lastx = x; |
542 | lasty = y; |
535 | lasty = y; |
543 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
625 | max--; |
618 | max--; |
626 | lastdir = dir; |
619 | lastdir = dir; |
627 | if (!firstdir) |
620 | if (!firstdir) |
628 | firstdir = dir; |
621 | firstdir = dir; |
629 | } |
622 | } |
|
|
623 | |
630 | if (diff <= 1) |
624 | if (diff <= 1) |
631 | { |
625 | { |
632 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
633 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
634 | */ |
628 | */ |
635 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
636 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
637 | } |
631 | } |
|
|
632 | |
638 | if (diff > max) |
633 | if (diff > max) |
639 | return 0; |
634 | return 0; |
640 | } |
635 | } |
|
|
636 | |
641 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
642 | if (!max) |
638 | if (!max) |
643 | return 0; |
639 | return 0; |
644 | |
640 | |
645 | return firstdir; |
641 | return firstdir; |
… | |
… | |
759 | roll_stat (void) |
755 | roll_stat (void) |
760 | { |
756 | { |
761 | int a[4], i, j, k; |
757 | int a[4], i, j, k; |
762 | |
758 | |
763 | for (i = 0; i < 4; i++) |
759 | for (i = 0; i < 4; i++) |
764 | a[i] = (int) RANDOM () % 6 + 1; |
760 | a[i] = (int) rndm (6) + 1; |
765 | |
761 | |
766 | for (i = 0, j = 0, k = 7; i < 4; i++) |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
767 | if (a[i] < k) |
763 | if (a[i] < k) |
768 | k = a[i], j = i; |
764 | k = a[i], j = i; |
769 | |
765 | |
… | |
… | |
899 | * to save here. |
895 | * to save here. |
900 | */ |
896 | */ |
901 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
902 | make_path_to_file (buf); |
898 | make_path_to_file (buf); |
903 | |
899 | |
904 | #ifdef AUTOSAVE |
|
|
905 | op->contr->last_save_tick = pticks; |
|
|
906 | #endif |
|
|
907 | start_info (op); |
900 | start_info (op); |
908 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
909 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (op, op->randomitems); |
910 | link_player_skills (op); |
903 | link_player_skills (op); |
911 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (op, op); |
… | |
… | |
1385 | * found object is returned. |
1378 | * found object is returned. |
1386 | */ |
1379 | */ |
1387 | object * |
1380 | object * |
1388 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1389 | { |
1382 | { |
1390 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1391 | |
1384 | |
1392 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1393 | 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)) |
1394 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1395 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1396 | return op; |
1389 | return op; |
|
|
1390 | |
1397 | return tmp; |
1391 | return tmp; |
1398 | } |
1392 | } |
1399 | |
1393 | |
1400 | /* |
1394 | /* |
1401 | * 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 |
1402 | * 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 |
1403 | * 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 |
1404 | * 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. |
1405 | */ |
1399 | */ |
1406 | |
|
|
1407 | object * |
1400 | object * |
1408 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1409 | { |
1402 | { |
1410 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1411 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1859 | { |
1852 | { |
1860 | if (op->type == PLAYER) |
1853 | if (op->type == PLAYER) |
1861 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1862 | return; |
1855 | return; |
1863 | } |
1856 | } |
|
|
1857 | |
1864 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1865 | return; |
1859 | return; |
1866 | case range_builder: |
1860 | case range_builder: |
1867 | apply_map_builder (op, dir); |
1861 | apply_map_builder (op, dir); |
1868 | return; |
1862 | return; |
1869 | default: |
1863 | default: |
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 | |
|
|
1875 | |
|
|
1876 | |
1868 | |
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 |
… | |
… | |
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 | |
|
|
1888 | object * |
1879 | object * |
1889 | find_key (object *pl, object *container, object *door) |
1880 | find_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. |
… | |
… | |
2216 | return 0; |
2213 | return 0; |
2217 | } |
2214 | } |
2218 | |
2215 | |
2219 | /* peterm: added following line */ |
2216 | /* peterm: added following line */ |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2221 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2222 | |
2219 | |
2223 | op->facing = dir; |
2220 | op->facing = dir; |
2224 | |
2221 | |
2225 | if (op->hide) |
2222 | if (op->hide) |
2226 | do_hidden_move (op); |
2223 | do_hidden_move (op); |
… | |
… | |
2367 | * from. |
2364 | * from. |
2368 | */ |
2365 | */ |
2369 | void |
2366 | void |
2370 | remove_unpaid_objects (object *op, object *env) |
2367 | remove_unpaid_objects (object *op, object *env) |
2371 | { |
2368 | { |
2372 | object *next; |
|
|
2373 | |
|
|
2374 | while (op) |
2369 | while (op) |
2375 | { |
2370 | { |
2376 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2377 | |
2372 | |
2378 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2708 | tmp->name = buf; |
2703 | tmp->name = buf; |
2709 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2710 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | " 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); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2712 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2713 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->type = 0; |
2714 | tmp->materialname = NULL; |
2709 | tmp->materialname = "organics"; |
2715 | tmp->insert_at (op, tmp); |
2710 | tmp->insert_at (op, tmp); |
2716 | } |
2711 | } |
2717 | |
2712 | |
2718 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2719 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2971 | void |
2966 | void |
2972 | loot_object (object *op) |
2967 | loot_object (object *op) |
2973 | { /* Grab and destroy some treasure */ |
2968 | { /* Grab and destroy some treasure */ |
2974 | object *tmp, *tmp2, *next; |
2969 | object *tmp, *tmp2, *next; |
2975 | |
2970 | |
2976 | if (op->container) |
2971 | op->close_container (); /* close open sack first */ |
2977 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2978 | |
2972 | |
2979 | for (tmp = op->inv; tmp; tmp = next) |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2980 | { |
2974 | { |
2981 | next = tmp->below; |
2975 | next = tmp->below; |
2982 | |
2976 | |
2983 | if (tmp->invisible) |
2977 | if (tmp->invisible) |
2984 | continue; |
2978 | continue; |
2985 | |
2979 | |
2986 | tmp->remove (); |
2980 | tmp->remove (); |
2987 | tmp->x = op->x, tmp->y = op->y; |
2981 | tmp->x = op->x, tmp->y = op->y; |
|
|
2982 | |
2988 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
2989 | { /* empty container to ground */ |
2984 | loot_object (tmp); /* empty container to ground */ |
2990 | loot_object (tmp); |
2985 | |
2991 | } |
|
|
2992 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2993 | { |
2987 | { |
2994 | if (tmp->nrof > 1) |
2988 | if (tmp->nrof > 1) |
2995 | { |
2989 | { |
2996 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2997 | tmp2->destroy (); |
2991 | tmp2->destroy (); |
… | |
… | |
3008 | /* |
3002 | /* |
3009 | * fix_weight(): Check recursively the weight of all players, and fix |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
3010 | * what needs to be fixed. Refresh windows and fix speed if anything |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
3011 | * was changed. |
3005 | * was changed. |
3012 | */ |
3006 | */ |
3013 | |
|
|
3014 | void |
3007 | void |
3015 | fix_weight (void) |
3008 | fix_weight (void) |
3016 | { |
3009 | { |
3017 | for_all_players (pl) |
3010 | for_all_players (pl) |
3018 | { |
3011 | { |
… | |
… | |
3531 | * not readied. |
3524 | * not readied. |
3532 | */ |
3525 | */ |
3533 | void |
3526 | void |
3534 | player_unready_range_ob (player *pl, object *ob) |
3527 | player_unready_range_ob (player *pl, object *ob) |
3535 | { |
3528 | { |
3536 | rangetype i; |
|
|
3537 | |
|
|
3538 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3529 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3539 | { |
|
|
3540 | if (pl->ranges[i] == ob) |
3530 | if (pl->ranges[i] == ob) |
3541 | { |
3531 | { |
3542 | pl->ranges[i] = NULL; |
3532 | pl->ranges[i] = 0; |
3543 | if (pl->shoottype == i) |
3533 | if (pl->shoottype == i) |
3544 | { |
|
|
3545 | pl->shoottype = range_none; |
3534 | pl->shoottype = range_none; |
3546 | } |
|
|
3547 | } |
3535 | } |
3548 | } |
|
|
3549 | } |
3536 | } |
|
|
3537 | |
|
|
3538 | sint8 |
|
|
3539 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3540 | { |
|
|
3541 | if (!ns) |
|
|
3542 | return 0; |
|
|
3543 | |
|
|
3544 | int dx, dy; |
|
|
3545 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3546 | return 0; |
|
|
3547 | |
|
|
3548 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3549 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3550 | |
|
|
3551 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3552 | return 0; |
|
|
3553 | |
|
|
3554 | return 100 - blocked_los [x][y]; |
|
|
3555 | } |