… | |
… | |
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. */ |
154 | static void |
154 | static void |
… | |
… | |
194 | return; |
194 | return; |
195 | |
195 | |
196 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
|
|
199 | |
|
|
200 | if (ob->map) |
|
|
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 |
307 | void |
307 | void |
308 | player::set_object (object *op) |
308 | player::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 | |
322 | player::player () |
318 | player::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; |
… | |
… | |
368 | player::create () |
364 | player::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; |
… | |
… | |
752 | roll_stat (void) |
758 | roll_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 | */ |
867 | int |
873 | void |
868 | key_change_class (object *op, char key) |
874 | player::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; |
929 | void |
926 | } |
930 | player::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 | |
968 | void |
965 | void |
969 | flee_player (object *op) |
966 | flee_player (object *op) |
970 | { |
967 | { |
… | |
… | |
1027 | int |
1024 | int |
1028 | check_pick (object *op) |
1025 | check_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 | */ |
1377 | object * |
1374 | object * |
1378 | find_arrow (object *op, const char *type) |
1375 | find_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 | |
|
|
1397 | object * |
1394 | object * |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1395 | find_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 | |
|
|
1879 | object * |
1873 | object * |
1880 | find_key (object *pl, object *container, object *door) |
1874 | find_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 | */ |
2252 | int |
2252 | int |
2253 | handle_newcs_player (object *op) |
2253 | handle_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 | */ |
2360 | void |
2340 | void |
2361 | remove_unpaid_objects (object *op, object *env) |
2341 | remove_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) */ |
… | |
… | |
2962 | void |
2954 | void |
2963 | loot_object (object *op) |
2955 | loot_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 | |
|
|
3005 | void |
2995 | void |
3006 | fix_weight (void) |
2996 | fix_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 | |
3077 | int |
3068 | int |
3078 | is_true_undead (object *op) |
3069 | is_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 | |
|
|
3525 | sint8 |
|
|
3526 | player::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 | } |