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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.112 by root, Tue Apr 24 00:42:02 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);
213 this->ns = ns; 218 this->ns = ns;
214 ns->pl = this; 219 ns->pl = this;
215 220
216 run_on = 0; 221 run_on = 0;
217 fire_on = 0; 222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
218 224
219 ns->update_look = 0; 225 ns->update_look = 0;
220 ns->look_position = 0; 226 ns->look_position = 0;
221 227
222 clear_los (ob); 228 clear_los (ob);
234 link_player_skills (ob); 240 link_player_skills (ob);
235 241
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 243
238 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 245
250 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
252 { 248 {
253 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
293 if (active) 289 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 291
296 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
297 293
294 ns->reset_stats ();
298 ns->pl = 0; 295 ns->pl = 0;
299 this->ns = 0; 296 this->ns = 0;
300 } 297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301 301
302 deactivate (); 302 deactivate ();
303} 303}
304 304
305// the need for this function can be explained 305// the need for this function can be explained
306// by load_object not returning the object 306// by load_object not returning the object
307void 307void
308player::set_object (object *op) 308player::set_object (object *op)
309{ 309{
310 ob = op; 310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
312 312
313 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 316}
321 317
322player::player () 318player::player ()
323{ 319{
324 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 321 * we deal with that below this point.
326 */ 322 */
327 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 6; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 10; /* Keeps present behaviour */
329 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
330 326
331 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
332 328
333 gen_sp_armour = 10; 329 gen_sp_armour = 10;
368player::create () 364player::create ()
369{ 365{
370 player *pl = new player; 366 player *pl = new player;
371 367
372 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
373 set_first_map (pl->ob); 374 set_first_map (pl->ob);
374 375
375 return pl; 376 return pl;
376} 377}
377 378
523 x = mon->x; 524 x = mon->x;
524 y = mon->y; 525 y = mon->y;
525 m = mon->map; 526 m = mon->map;
526 dir = rv.direction; 527 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 532 if (diff > max)
531 return 0; 533 return 0;
534
532 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
533 { 536 {
534 lastx = x; 537 lastx = x;
535 lasty = y; 538 lasty = y;
536 lastmap = m; 539 lastmap = m;
618 max--; 621 max--;
619 lastdir = dir; 622 lastdir = dir;
620 if (!firstdir) 623 if (!firstdir)
621 firstdir = dir; 624 firstdir = dir;
622 } 625 }
626
623 if (diff <= 1) 627 if (diff <= 1)
624 { 628 {
625 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 630 * headed toward player for entire distance.
627 */ 631 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 634 }
635
631 if (diff > max) 636 if (diff > max)
632 return 0; 637 return 0;
633 } 638 }
639
634 /* 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 */
635 if (!max) 641 if (!max)
636 return 0; 642 return 0;
637 643
638 return firstdir; 644 return firstdir;
752roll_stat (void) 758roll_stat (void)
753{ 759{
754 int a[4], i, j, k; 760 int a[4], i, j, k;
755 761
756 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
758 764
759 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 766 if (a[i] < k)
761 k = a[i], j = i; 767 k = a[i], j = i;
762 768
862 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
865 * not the class. 871 * not the class.
866 */ 872 */
867int 873void
868key_change_class (object *op, char key) 874player::chargen_race_done ()
869{ 875{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 878
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 880 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
882 882
883 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
885 885
886 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
887 887
888 if (op->msg) 888 if (ob->msg)
889 op->msg = NULL; 889 ob->msg = 0;
890 890
891 /* 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
892 * to save here. 892 * to save here.
893 */ 893 */
894 {
895 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
896 899
897 start_info (op); 900 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 903 link_player_skills (ob);
901 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
902 op->update_stats (); 905 ob->update_stats ();
903 906
904 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
905 * is one for this race 908 * is one for this race
906 */ 909 */
907 if (*first_map_ext_path) 910 if (*first_map_ext_path)
908 { 911 {
909 object *tmp; 912 object *tmp;
910 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
911 914
912 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);
913 tmp = object::create (); 916 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
917 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;
918 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
919 * default initial map */ 922 * default initial map */
920 tmp->destroy (); 923 tmp->destroy ();
921 } 924 }
922 else 925 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
924 928
925 return 0; 929void
926 } 930player::chargen_race_next ()
927 931{
928 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
930 */ 934 */
931 935
932 tmp_loop = 0; 936 do
933 while (!tmp_loop)
934 { 937 {
935 shstr name = op->name; 938 shstr name = ob->name;
936 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
937 940
938 op->remove_statbonus (); 941 ob->remove_statbonus ();
939 op->remove (); 942 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 945 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
945 op->x = x; 948 ob->x = x;
946 op->y = y; 949 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 953 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 954 }
955 while (!allowed_class (ob));
953 956
954 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 959 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 962 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 963}
967 964
968void 965void
969flee_player (object *op) 966flee_player (object *op)
970{ 967{
1027int 1024int
1028check_pick (object *op) 1025check_pick (object *op)
1029{ 1026{
1030 object *tmp, *next; 1027 object *tmp, *next;
1031 int stop = 0; 1028 int stop = 0;
1032 int j, k, wvratio; 1029 int wvratio;
1033 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1034 1031
1035 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1037 return 1; 1034 return 1;
1038 1035
1375 * found object is returned. 1372 * found object is returned.
1376 */ 1373 */
1377object * 1374object *
1378find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1379{ 1376{
1380 object *tmp = NULL; 1377 object *tmp = 0;
1381 1378
1382 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1383 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))
1384 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1386 return op; 1383 return op;
1384
1387 return tmp; 1385 return tmp;
1388} 1386}
1389 1387
1390/* 1388/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1393 */
1396
1397object * 1394object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1396{
1400 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1858 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return; 1859 return;
1863 } 1860 }
1864} 1861}
1865 1862
1866
1867
1868/* find_key 1863/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1866 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different. 1867 * for both is the same - just the specific key is different.
1873 * pl is the player, 1868 * pl is the player,
1874 * inv is the objects inventory to searched 1869 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1870 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1871 * This function can be called recursively to search containers.
1877 */ 1872 */
1878
1879object * 1873object *
1880find_key (object *pl, object *container, object *door) 1874find_key (object *pl, object *container, object *door)
1881{ 1875{
1882 object *tmp, *key; 1876 object *tmp, *key;
1883 1877
1884 /* Should not happen, but sanity checking is never bad */ 1878 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1879 if (!container->inv)
1886 return NULL; 1880 return 0;
1887 1881
1888 /* First, lets try to find a key in the top level inventory */ 1882 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1884 {
1891 if (door->type == DOOR && tmp->type == KEY) 1885 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1886 break;
1893 /* For sanity, we should really check door type, but other stuff 1887 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1888 * (like containers) can be locked with special keys
1895 */ 1889 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1891 break;
1898 } 1892 }
1893
1899 /* No key found - lets search inventories now */ 1894 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1895 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1896 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1897 * a key, return
1903 */ 1898 */
1904 if (!tmp) 1899 if (!tmp)
1905 { 1900 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1902 {
1908 /* No reason to search empty containers */ 1903 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1904 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1905 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1906 if ((key = find_key (pl, tmp, door)))
1912 return key; 1907 return key;
1913 } 1908 }
1914 } 1909 }
1910
1915 if (!tmp) 1911 if (!tmp)
1916 return NULL; 1912 return NULL;
1917 } 1913 }
1914
1918 /* We get down here if we have found a key. Now if its in a container, 1915 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1916 * see if we actually want to use it
1920 */ 1917 */
1921 if (pl != container) 1918 if (pl != container)
1922 { 1919 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1942 return NULL;
1946 } 1943 }
1947 } 1944 }
1945
1948 return tmp; 1946 return tmp;
1949} 1947}
1950 1948
1951/* moved door processing out of move_player_attack. 1949/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1950 * returns 1 if player has opened the door with a key
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1968 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1972 make_visible (op); 1970 make_visible (op);
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1972 spring_trap (door->inv, op);
1973
1975 if (door->type == DOOR) 1974 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
1980 { 1977 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1980 }
1981
1984 /* Do this after we print the message */ 1982 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1984 /* Need to update the weight the container the key was in */
1987 if (container != op) 1985 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
1989 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
1990 } 1989 }
1991 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
1992 { 1991 {
1993 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1994 return 1;
1996 } 1995 }
1996
1997 return 0; 1997 return 0;
1998} 1998}
1999 1999
2000/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2207 return 0; 2207 return 0;
2208 } 2208 }
2209 2209
2210 /* peterm: added following line */ 2210 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2213
2214 op->facing = dir; 2214 op->facing = dir;
2215 2215
2216 if (op->hide) 2216 if (op->hide)
2217 do_hidden_move (op); 2217 do_hidden_move (op);
2250 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2251 */ 2251 */
2252int 2252int
2253handle_newcs_player (object *op) 2253handle_newcs_player (object *op)
2254{ 2254{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2256 {
2277 flee_player (op); 2257 flee_player (op);
2278 /* If player is still scared, that is his action for this tick */ 2258 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2358 * from. 2338 * from.
2359 */ 2339 */
2360void 2340void
2361remove_unpaid_objects (object *op, object *env) 2341remove_unpaid_objects (object *op, object *env)
2362{ 2342{
2363 object *next;
2364
2365 while (op) 2343 while (op)
2366 { 2344 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2345 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2346
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2347 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2413 int rate_grace = 2000;
2436 const int max_hp = 1; 2414 const int max_hp = 1;
2437 const int max_sp = 1; 2415 const int max_sp = 1;
2438 const int max_grace = 1; 2416 const int max_grace = 1;
2439 2417
2418 if (op->contr->hidden)
2419 {
2420 op->invisible = 1000;
2421 /* the socket code flashes the player visible/invisible
2422 * depending on the value of invisible, so we need to
2423 * alternate it here for it to work correctly.
2424 */
2425 if (pticks & 2)
2426 op->invisible--;
2427 }
2428 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2429 {
2430 if (!op->invisible--)
2431 {
2432 make_visible (op);
2433 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2434 }
2435 }
2436
2440 if (op->contr->outputs_sync) 2437 if (op->contr->outputs_sync)
2441 {
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2438 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2439 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2444 flush_output_element (op, &op->contr->outputs[i]); 2440 flush_output_element (op, &op->contr->outputs[i]);
2445 }
2446 2441
2447 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2448 { 2443 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2450 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2699 tmp->name = buf; 2694 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2698 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2699 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2701 tmp->insert_at (op, tmp);
2707 } 2702 }
2708 2703
2709 /* teleport defeated player to new destination */ 2704 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2904
2910 /* 2905 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2906 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2907 * and put them back in the map.
2914 */ 2908 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2918 2910
2919 /****************************************/ 2911 /****************************************/
2920 /* */ 2912 /* */
2921 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2962void 2954void
2963loot_object (object *op) 2955loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2956{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2957 object *tmp, *tmp2, *next;
2966 2958
2967 if (op->container) 2959 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2960
2970 for (tmp = op->inv; tmp; tmp = next) 2961 for (tmp = op->inv; tmp; tmp = next)
2971 { 2962 {
2972 next = tmp->below; 2963 next = tmp->below;
2973 2964
2974 if (tmp->invisible) 2965 if (tmp->invisible)
2975 continue; 2966 continue;
2976 2967
2977 tmp->remove (); 2968 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2969 tmp->x = op->x, tmp->y = op->y;
2970
2979 if (tmp->type == CONTAINER) 2971 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2972 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2973
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2975 {
2985 if (tmp->nrof > 1) 2976 if (tmp->nrof > 1)
2986 { 2977 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2979 tmp2->destroy ();
2999/* 2990/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2993 * was changed.
3003 */ 2994 */
3004
3005void 2995void
3006fix_weight (void) 2996fix_weight (void)
3007{ 2997{
3008 for_all_players (pl) 2998 for_all_players (pl)
3009 { 2999 {
3069 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3070 { 3060 {
3071 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3073 } 3063 }
3064
3074 update_object (op, UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3075} 3066}
3076 3067
3077int 3068int
3078is_true_undead (object *op) 3069is_true_undead (object *op)
3079{ 3070{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3072 return 1;
3084 3073
3085 return 0; 3074 return 0;
3086} 3075}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3364 int i = 0, j = 0;
3376 3365
3377 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3386 3375
3387 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3388 return; 3377 return;
3389 3378
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3530 pl->ranges[i] = 0; 3519 pl->ranges[i] = 0;
3531 if (pl->shoottype == i) 3520 if (pl->shoottype == i)
3532 pl->shoottype = range_none; 3521 pl->shoottype = range_none;
3533 } 3522 }
3534} 3523}
3524
3525sint8
3526player::visibility_at (maptile *map, int x, int y) const
3527{
3528 if (!ns)
3529 return 0;
3530
3531 int dx, dy;
3532 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3533 return 0;
3534
3535 x += dx - ns->current_x + ns->mapx / 2;
3536 y += dy - ns->current_y + ns->mapy / 2;
3537
3538 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3539 return 0;
3540
3541 return 100 - blocked_los [x][y];
3542}

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