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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.113 by root, Tue Apr 24 12:32:16 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)
201 maplevel = ob->map->path;
202
199 ob->remove (); 203 ob->remove ();
200 ob->map = 0; 204 ob->map = 0;
205 party = 0;
201 206
202 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 208 ranges [range_skill] = 0;
204 209
205 players.erase (this); 210 players.erase (this);
211player::connect (client *ns) 216player::connect (client *ns)
212{ 217{
213 this->ns = ns; 218 this->ns = ns;
214 ns->pl = this; 219 ns->pl = this;
215 220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
216 ns->update_look = 0; 225 ns->update_look = 0;
217 ns->look_position = 0; 226 ns->look_position = 0;
218 227
219 clear_los (ob); 228 clear_los (ob);
220 229
221//TODO: must move into client 230 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 231
248 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
251 235
256 link_player_skills (ob); 240 link_player_skills (ob);
257 241
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 243
260 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 245
272 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
274 { 248 {
275 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
315 if (active) 289 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 291
318 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
319 293
294 ns->reset_stats ();
320 ns->pl = 0; 295 ns->pl = 0;
321 this->ns = 0; 296 this->ns = 0;
322 } 297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
323 301
324 deactivate (); 302 deactivate ();
325} 303}
326 304
327// the need for this function can be explained 305// the need for this function can be explained
328// by load_object not returning the object 306// by load_object not returning the object
329void 307void
330player::set_object (object *op) 308player::set_object (object *op)
331{ 309{
332 ob = op; 310 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
334 312
335 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
336 ob->speed = 1.0; 314 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 316}
343 317
344player::player () 318player::player ()
345{ 319{
346 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 321 * we deal with that below this point.
348 */ 322 */
349 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 6; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 10; /* Keeps present behaviour */
351 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
352 326
353 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
354 328
355 gen_sp_armour = 10; 329 gen_sp_armour = 10;
390player::create () 364player::create ()
391{ 365{
392 player *pl = new player; 366 player *pl = new player;
393 367
394 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
395 set_first_map (pl->ob); 374 set_first_map (pl->ob);
396 375
397 return pl; 376 return pl;
398} 377}
399 378
545 x = mon->x; 524 x = mon->x;
546 y = mon->y; 525 y = mon->y;
547 m = mon->map; 526 m = mon->map;
548 dir = rv.direction; 527 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
551 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 532 if (diff > max)
553 return 0; 533 return 0;
534
554 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
555 { 536 {
556 lastx = x; 537 lastx = x;
557 lasty = y; 538 lasty = y;
558 lastmap = m; 539 lastmap = m;
640 max--; 621 max--;
641 lastdir = dir; 622 lastdir = dir;
642 if (!firstdir) 623 if (!firstdir)
643 firstdir = dir; 624 firstdir = dir;
644 } 625 }
626
645 if (diff <= 1) 627 if (diff <= 1)
646 { 628 {
647 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 630 * headed toward player for entire distance.
649 */ 631 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 634 }
635
653 if (diff > max) 636 if (diff > max)
654 return 0; 637 return 0;
655 } 638 }
639
656 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
657 if (!max) 641 if (!max)
658 return 0; 642 return 0;
659 643
660 return firstdir; 644 return firstdir;
774roll_stat (void) 758roll_stat (void)
775{ 759{
776 int a[4], i, j, k; 760 int a[4], i, j, k;
777 761
778 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
780 764
781 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 766 if (a[i] < k)
783 k = a[i], j = i; 767 k = a[i], j = i;
784 768
884 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
887 * not the class. 871 * not the class.
888 */ 872 */
889int 873void
890key_change_class (object *op, char key) 874player::chargen_race_done ()
891{ 875{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 878
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 880 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
904 882
905 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
907 885
908 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
909 887
910 if (op->msg) 888 if (ob->msg)
911 op->msg = NULL; 889 ob->msg = 0;
912 890
913 /* 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
914 * to save here. 892 * to save here.
915 */ 893 */
894 {
895 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
918 899
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 900 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 903 link_player_skills (ob);
926 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
927 op->update_stats (); 905 ob->update_stats ();
928 906
929 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
930 * is one for this race 908 * is one for this race
931 */ 909 */
932 if (*first_map_ext_path) 910 if (*first_map_ext_path)
933 { 911 {
934 object *tmp; 912 object *tmp;
935 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
936 914
937 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);
938 tmp = object::create (); 916 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
942 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;
943 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
944 * default initial map */ 922 * default initial map */
945 tmp->destroy (); 923 tmp->destroy ();
946 } 924 }
947 else 925 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
949 928
950 return 0; 929void
951 } 930player::chargen_race_next ()
952 931{
953 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
955 */ 934 */
956 935
957 tmp_loop = 0; 936 do
958 while (!tmp_loop)
959 { 937 {
960 shstr name = op->name; 938 shstr name = ob->name;
961 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
962 940
963 op->remove_statbonus (); 941 ob->remove_statbonus ();
964 op->remove (); 942 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
967 op->instantiate (); 945 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
970 op->x = x; 948 ob->x = x;
971 op->y = y; 949 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
975 op->add_statbonus (); 953 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 954 }
955 while (!allowed_class (ob));
978 956
979 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 959 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 962 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 963}
992 964
993void 965void
994flee_player (object *op) 966flee_player (object *op)
995{ 967{
1052int 1024int
1053check_pick (object *op) 1025check_pick (object *op)
1054{ 1026{
1055 object *tmp, *next; 1027 object *tmp, *next;
1056 int stop = 0; 1028 int stop = 0;
1057 int j, k, wvratio; 1029 int wvratio;
1058 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1059 1031
1060 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1062 return 1; 1034 return 1;
1063 1035
1400 * found object is returned. 1372 * found object is returned.
1401 */ 1373 */
1402object * 1374object *
1403find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1404{ 1376{
1405 object *tmp = NULL; 1377 object *tmp = 0;
1406 1378
1407 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1408 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))
1409 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1411 return op; 1383 return op;
1384
1412 return tmp; 1385 return tmp;
1413} 1386}
1414 1387
1415/* 1388/*
1416 * 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
1417 * 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
1418 * 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
1419 * 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.
1420 */ 1393 */
1421
1422object * 1394object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1396{
1425 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1858 case range_misc: 1830 case range_misc:
1859 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
1860 return; 1832 return;
1861 1833
1862 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
1870 return; 1836 return;
1871 1837
1872 case range_skill: 1838 case range_skill:
1873 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
1874 { 1840 {
1875 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1877 return; 1844 return;
1878 } 1845 }
1879 1846
1880 do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return; 1848 return;
1885 default: 1852 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 1854 return;
1888 } 1855 }
1889} 1856}
1890
1891
1892 1857
1893/* find_key 1858/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1863 * pl is the player,
1899 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1902 */ 1867 */
1903
1904object * 1868object *
1905find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1906{ 1870{
1907 object *tmp, *key; 1871 object *tmp, *key;
1908 1872
1909 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1874 if (!container->inv)
1911 return NULL; 1875 return 0;
1912 1876
1913 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1879 {
1916 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1881 break;
1918 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1920 */ 1884 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1886 break;
1923 } 1887 }
1888
1924 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1892 * a key, return
1928 */ 1893 */
1929 if (!tmp) 1894 if (!tmp)
1930 { 1895 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1897 {
1933 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1900 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
1937 return key; 1902 return key;
1938 } 1903 }
1939 } 1904 }
1905
1940 if (!tmp) 1906 if (!tmp)
1941 return NULL; 1907 return NULL;
1942 } 1908 }
1909
1943 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1911 * see if we actually want to use it
1945 */ 1912 */
1946 if (pl != container) 1913 if (pl != container)
1947 { 1914 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1937 return NULL;
1971 } 1938 }
1972 } 1939 }
1940
1973 return tmp; 1941 return tmp;
1974} 1942}
1975 1943
1976/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
1997 make_visible (op); 1965 make_visible (op);
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2000 if (door->type == DOOR) 1969 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2005 { 1972 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1975 }
1976
2009 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2012 if (container != op) 1980 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2014 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2015 } 1984 }
2016 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2017 { 1986 {
2018 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 1989 return 1;
2021 } 1990 }
1991
2022 return 0; 1992 return 0;
2023} 1993}
2024 1994
2025/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2232 return 0; 2202 return 0;
2233 } 2203 }
2234 2204
2235 /* peterm: added following line */ 2205 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2208
2239 op->facing = dir; 2209 op->facing = dir;
2240 2210
2241 if (op->hide) 2211 if (op->hide)
2242 do_hidden_move (op); 2212 do_hidden_move (op);
2275 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2276 */ 2246 */
2277int 2247int
2278handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2279{ 2249{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2251 {
2302 flee_player (op); 2252 flee_player (op);
2303 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2255 {
2306 op->speed_left--; 2256 op->speed_left--;
2307 return 0; 2257 return 0;
2308 } 2258 }
2309 } 2259 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2260
2319 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2263 * called, so we recheck it here.
2322 */ 2264 */
2383 * from. 2325 * from.
2384 */ 2326 */
2385void 2327void
2386remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2387{ 2329{
2388 object *next;
2389
2390 while (op) 2330 while (op)
2391 { 2331 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2333
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2460 int rate_grace = 2000; 2400 int rate_grace = 2000;
2461 const int max_hp = 1; 2401 const int max_hp = 1;
2462 const int max_sp = 1; 2402 const int max_sp = 1;
2463 const int max_grace = 1; 2403 const int max_grace = 1;
2464 2404
2405 if (op->contr->hidden)
2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2423
2465 if (op->contr->outputs_sync) 2424 if (op->contr->outputs_sync)
2466 {
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2425 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2426 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2469 flush_output_element (op, &op->contr->outputs[i]); 2427 flush_output_element (op, &op->contr->outputs[i]);
2470 }
2471 2428
2472 if (op->contr->ns->state == ST_PLAYING) 2429 if (op->contr->ns->state == ST_PLAYING)
2473 { 2430 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2431 /* these next three if clauses make it possible to SLOW DOWN
2475 hp/grace/spellpoint regeneration. */ 2432 hp/grace/spellpoint regeneration. */
2496 gen_grace = op->stats.maxgrace; 2453 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2454 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 } 2455 }
2499 2456
2500 /* Regenerate Spell Points */ 2457 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2458 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2502 { 2459 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2460 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp) 2461 if (op->stats.sp < op->stats.maxsp)
2505 { 2462 {
2506 op->stats.sp++; 2463 op->stats.sp++;
2724 tmp->name = buf; 2681 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2682 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2683 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2684 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2685 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2686 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2687 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2688 tmp->insert_at (op, tmp);
2732 } 2689 }
2733 2690
2734 /* teleport defeated player to new destination */ 2691 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2692 transfer_ob (op, x, y, 0, NULL);
2931 op->stats.hp = op->stats.maxhp; 2888 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2889 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2890 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2891
2935 /* 2892 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2893 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2894 * and put them back in the map.
2939 */ 2895 */
2940
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op); 2896 remove_unpaid_objects (op->inv, op);
2943 2897
2944 /****************************************/ 2898 /****************************************/
2945 /* */ 2899 /* */
2946 /* Move player to his current respawn- */ 2900 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2901 /* position (usually last savebed) */
2987void 2941void
2988loot_object (object *op) 2942loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2943{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2944 object *tmp, *tmp2, *next;
2991 2945
2992 if (op->container) 2946 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2947
2995 for (tmp = op->inv; tmp; tmp = next) 2948 for (tmp = op->inv; tmp; tmp = next)
2996 { 2949 {
2997 next = tmp->below; 2950 next = tmp->below;
2998 2951
2999 if (tmp->invisible) 2952 if (tmp->invisible)
3000 continue; 2953 continue;
3001 2954
3002 tmp->remove (); 2955 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2957
3004 if (tmp->type == CONTAINER) 2958 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2959 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2960
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2961 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2962 {
3010 if (tmp->nrof > 1) 2963 if (tmp->nrof > 1)
3011 { 2964 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2965 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2966 tmp2->destroy ();
3024/* 2977/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2978 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2979 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2980 * was changed.
3028 */ 2981 */
3029
3030void 2982void
3031fix_weight (void) 2983fix_weight (void)
3032{ 2984{
3033 for_all_players (pl) 2985 for_all_players (pl)
3034 { 2986 {
3094 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3095 { 3047 {
3096 op->contr->tmp_invis = 0; 3048 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3049 op->contr->invis_race = 0;
3098 } 3050 }
3051
3099 update_object (op, UP_OBJ_FACE); 3052 update_object (op, UP_OBJ_CHANGE);
3100} 3053}
3101 3054
3102int 3055int
3103is_true_undead (object *op) 3056is_true_undead (object *op)
3104{ 3057{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3058 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1; 3059 return 1;
3109 3060
3110 return 0; 3061 return 0;
3111} 3062}
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3350 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3351 int i = 0, j = 0;
3401 3352
3402 /* get the appropriate treasurelist */ 3353 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3354 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3355 trlist = treasurelist::find ("dragon_ability_fire");
3405 else if (atnr == ATNR_COLD) 3356 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3357 trlist = treasurelist::find ("dragon_ability_cold");
3407 else if (atnr == ATNR_ELECTRICITY) 3358 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3359 trlist = treasurelist::find ("dragon_ability_elec");
3409 else if (atnr == ATNR_POISON) 3360 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3361 trlist = treasurelist::find ("dragon_ability_poison");
3411 3362
3412 if (trlist == NULL || who->type != PLAYER) 3363 if (trlist == NULL || who->type != PLAYER)
3413 return; 3364 return;
3414 3365
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3366 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3547 * not readied. 3498 * not readied.
3548 */ 3499 */
3549void 3500void
3550player_unready_range_ob (player *pl, object *ob) 3501player_unready_range_ob (player *pl, object *ob)
3551{ 3502{
3552 rangetype i;
3553
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3555 {
3556 if (pl->ranges[i] == ob) 3504 if (pl->ranges[i] == ob)
3557 { 3505 {
3558 pl->ranges[i] = NULL; 3506 pl->ranges[i] = 0;
3559 if (pl->shoottype == i) 3507 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none; 3508 pl->shoottype = range_none;
3562 }
3563 } 3509 }
3564 }
3565} 3510}
3511
3512sint8
3513player::visibility_at (maptile *map, int x, int y) const
3514{
3515 if (!ns)
3516 return 0;
3517
3518 int dx, dy;
3519 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3520 return 0;
3521
3522 x += dx - ns->current_x + ns->mapx / 2;
3523 y += dy - ns->current_y + ns->mapy / 2;
3524
3525 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3526 return 0;
3527
3528 return 100 - blocked_los [x][y];
3529}

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