… | |
… | |
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; |
218 | ob->container = 0; //TODO: client-specific |
223 | ob->close_container (); //TODO: client-specific |
219 | |
224 | |
220 | ns->update_look = 0; |
225 | ns->update_look = 0; |
221 | ns->look_position = 0; |
226 | ns->look_position = 0; |
222 | |
227 | |
223 | clear_los (ob); |
228 | clear_los (ob); |
… | |
… | |
235 | link_player_skills (ob); |
240 | link_player_skills (ob); |
236 | |
241 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
243 | |
239 | assign (title, ob->arch->clone.name); |
244 | assign (title, ob->arch->clone.name); |
240 | |
|
|
241 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
242 | * from the class, and not race. I don't see any way to get the class information |
|
|
243 | * to then update this. I don't think this will actually break anything - anyone |
|
|
244 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
245 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
246 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
247 | */ |
|
|
248 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
249 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
250 | |
245 | |
251 | /* if it's a dragon player, set the correct title here */ |
246 | /* if it's a dragon player, set the correct title here */ |
252 | if (is_dragon_pl (ob)) |
247 | if (is_dragon_pl (ob)) |
253 | { |
248 | { |
254 | object *tmp, *abil = 0, *skin = 0; |
249 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
299 | ns->reset_stats (); |
294 | ns->reset_stats (); |
300 | ns->pl = 0; |
295 | ns->pl = 0; |
301 | this->ns = 0; |
296 | this->ns = 0; |
302 | } |
297 | } |
303 | |
298 | |
|
|
299 | if (ob) |
304 | ob->container = 0; //TODO: client-specific |
300 | ob->close_container (); //TODO: client-specific |
|
|
301 | |
305 | deactivate (); |
302 | deactivate (); |
306 | } |
303 | } |
307 | |
304 | |
308 | // the need for this function can be explained |
305 | // the need for this function can be explained |
309 | // by load_object not returning the object |
306 | // by load_object not returning the object |
310 | void |
307 | void |
311 | player::set_object (object *op) |
308 | player::set_object (object *op) |
312 | { |
309 | { |
313 | ob = op; |
310 | ob = op; |
314 | ob->contr = this; /* this aren't yet in archetype */ |
311 | ob->contr = this; /* this aren't yet in archetype */ |
315 | |
312 | |
316 | ob->speed_left = 0.5; |
313 | ob->speed_left = 0.5; |
317 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
318 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
319 | ob->stats.wc = 2; |
|
|
320 | ob->run_away = 25; /* Then we panick... */ |
|
|
321 | |
|
|
322 | ob->roll_stats (); |
|
|
323 | } |
316 | } |
324 | |
317 | |
325 | player::player () |
318 | player::player () |
326 | { |
319 | { |
327 | /* There are some elements we want initialised to non zero value - |
320 | /* There are some elements we want initialised to non zero value - |
328 | * we deal with that below this point. |
321 | * we deal with that below this point. |
329 | */ |
322 | */ |
330 | outputs_sync = 16; /* Every 2 seconds */ |
323 | outputs_sync = 6; /* Every 2 seconds */ |
331 | outputs_count = 8; /* Keeps present behaviour */ |
324 | outputs_count = 10; /* Keeps present behaviour */ |
332 | unapply = unapply_nochoice; |
325 | unapply = unapply_nochoice; |
333 | |
326 | |
334 | savebed_map = first_map_path; /* Init. respawn position */ |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
335 | |
328 | |
336 | gen_sp_armour = 10; |
329 | gen_sp_armour = 10; |
… | |
… | |
371 | player::create () |
364 | player::create () |
372 | { |
365 | { |
373 | player *pl = new player; |
366 | player *pl = new player; |
374 | |
367 | |
375 | 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 | |
376 | set_first_map (pl->ob); |
374 | set_first_map (pl->ob); |
377 | |
375 | |
378 | return pl; |
376 | return pl; |
379 | } |
377 | } |
380 | |
378 | |
… | |
… | |
526 | x = mon->x; |
524 | x = mon->x; |
527 | y = mon->y; |
525 | y = mon->y; |
528 | m = mon->map; |
526 | m = mon->map; |
529 | dir = rv.direction; |
527 | dir = rv.direction; |
530 | 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 */ |
531 | 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 | |
532 | /* 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. */ |
533 | if (diff > max) |
532 | if (diff > max) |
534 | return 0; |
533 | return 0; |
|
|
534 | |
535 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
536 | { |
536 | { |
537 | lastx = x; |
537 | lastx = x; |
538 | lasty = y; |
538 | lasty = y; |
539 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
621 | max--; |
621 | max--; |
622 | lastdir = dir; |
622 | lastdir = dir; |
623 | if (!firstdir) |
623 | if (!firstdir) |
624 | firstdir = dir; |
624 | firstdir = dir; |
625 | } |
625 | } |
|
|
626 | |
626 | if (diff <= 1) |
627 | if (diff <= 1) |
627 | { |
628 | { |
628 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
629 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
630 | */ |
631 | */ |
631 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | 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)); |
633 | } |
634 | } |
|
|
635 | |
634 | if (diff > max) |
636 | if (diff > max) |
635 | return 0; |
637 | return 0; |
636 | } |
638 | } |
|
|
639 | |
637 | /* 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 */ |
638 | if (!max) |
641 | if (!max) |
639 | return 0; |
642 | return 0; |
640 | |
643 | |
641 | return firstdir; |
644 | return firstdir; |
… | |
… | |
755 | roll_stat (void) |
758 | roll_stat (void) |
756 | { |
759 | { |
757 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
758 | |
761 | |
759 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
761 | |
764 | |
762 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | if (a[i] < k) |
766 | if (a[i] < k) |
764 | k = a[i], j = i; |
767 | k = a[i], j = i; |
765 | |
768 | |
… | |
… | |
877 | char buf[MAX_BUF]; |
880 | char buf[MAX_BUF]; |
878 | |
881 | |
879 | /* this must before then initial items are given */ |
882 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
883 | esrv_new_player (op->contr, op->weight + op->carrying); |
881 | |
884 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
885 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
883 | if (tl) |
886 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
887 | create_treasure (tl, op, 0, 0, 0); |
885 | |
888 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
889 | INVOKE_PLAYER (BIRTH, op->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
890 | INVOKE_PLAYER (LOGIN, op->contr); |
… | |
… | |
1030 | int |
1033 | int |
1031 | check_pick (object *op) |
1034 | check_pick (object *op) |
1032 | { |
1035 | { |
1033 | object *tmp, *next; |
1036 | object *tmp, *next; |
1034 | int stop = 0; |
1037 | int stop = 0; |
1035 | int j, k, wvratio; |
1038 | int wvratio; |
1036 | char putstring[128], tmpstr[16]; |
1039 | char putstring[128]; |
1037 | |
1040 | |
1038 | /* if you're flying, you cna't pick up anything */ |
1041 | /* if you're flying, you cna't pick up anything */ |
1039 | if (op->move_type & MOVE_FLYING) |
1042 | if (op->move_type & MOVE_FLYING) |
1040 | return 1; |
1043 | return 1; |
1041 | |
1044 | |
… | |
… | |
1378 | * found object is returned. |
1381 | * found object is returned. |
1379 | */ |
1382 | */ |
1380 | object * |
1383 | object * |
1381 | find_arrow (object *op, const char *type) |
1384 | find_arrow (object *op, const char *type) |
1382 | { |
1385 | { |
1383 | object *tmp = NULL; |
1386 | object *tmp = 0; |
1384 | |
1387 | |
1385 | for (op = op->inv; op; op = op->below) |
1388 | for (op = op->inv; op; op = op->below) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1389 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1387 | tmp = find_arrow (op, type); |
1390 | tmp = find_arrow (op, type); |
1388 | else if (op->type == ARROW && op->race == type) |
1391 | else if (op->type == ARROW && op->race == type) |
1389 | return op; |
1392 | return op; |
|
|
1393 | |
1390 | return tmp; |
1394 | return tmp; |
1391 | } |
1395 | } |
1392 | |
1396 | |
1393 | /* |
1397 | /* |
1394 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1398 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * against the target. A full test is not performed, simply a basic test |
1399 | * against the target. A full test is not performed, simply a basic test |
1396 | * of resistances. The archer is making a quick guess at what he sees down |
1400 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1401 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | */ |
1402 | */ |
1399 | |
|
|
1400 | object * |
1403 | object * |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1404 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1402 | { |
1405 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1406 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1407 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1867 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1865 | return; |
1868 | return; |
1866 | } |
1869 | } |
1867 | } |
1870 | } |
1868 | |
1871 | |
1869 | |
|
|
1870 | |
|
|
1871 | /* find_key |
1872 | /* find_key |
1872 | * We try to find a key for the door as passed. If we find a key |
1873 | * We try to find a key for the door as passed. If we find a key |
1873 | * and successfully use it, we return the key, otherwise NULL |
1874 | * and successfully use it, we return the key, otherwise NULL |
1874 | * This function merges both normal and locked door, since the logic |
1875 | * This function merges both normal and locked door, since the logic |
1875 | * for both is the same - just the specific key is different. |
1876 | * for both is the same - just the specific key is different. |
1876 | * pl is the player, |
1877 | * pl is the player, |
1877 | * inv is the objects inventory to searched |
1878 | * inv is the objects inventory to searched |
1878 | * door is the door we are trying to match against. |
1879 | * door is the door we are trying to match against. |
1879 | * This function can be called recursively to search containers. |
1880 | * This function can be called recursively to search containers. |
1880 | */ |
1881 | */ |
1881 | |
|
|
1882 | object * |
1882 | object * |
1883 | find_key (object *pl, object *container, object *door) |
1883 | find_key (object *pl, object *container, object *door) |
1884 | { |
1884 | { |
1885 | object *tmp, *key; |
1885 | object *tmp, *key; |
1886 | |
1886 | |
1887 | /* Should not happen, but sanity checking is never bad */ |
1887 | /* Should not happen, but sanity checking is never bad */ |
1888 | if (container->inv == NULL) |
1888 | if (!container->inv) |
1889 | return NULL; |
1889 | return 0; |
1890 | |
1890 | |
1891 | /* First, lets try to find a key in the top level inventory */ |
1891 | /* First, lets try to find a key in the top level inventory */ |
1892 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1892 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1893 | { |
1893 | { |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1894 | if (door->type == DOOR && tmp->type == KEY) |
1895 | break; |
1895 | break; |
1896 | /* For sanity, we should really check door type, but other stuff |
1896 | /* For sanity, we should really check door type, but other stuff |
1897 | * (like containers) can be locked with special keys |
1897 | * (like containers) can be locked with special keys |
1898 | */ |
1898 | */ |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1899 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1900 | break; |
1900 | break; |
1901 | } |
1901 | } |
|
|
1902 | |
1902 | /* No key found - lets search inventories now */ |
1903 | /* No key found - lets search inventories now */ |
1903 | /* If we find and use a key in an inventory, return at that time. |
1904 | /* If we find and use a key in an inventory, return at that time. |
1904 | * otherwise, if we search all the inventories and still don't find |
1905 | * otherwise, if we search all the inventories and still don't find |
1905 | * a key, return |
1906 | * a key, return |
1906 | */ |
1907 | */ |
1907 | if (!tmp) |
1908 | if (!tmp) |
1908 | { |
1909 | { |
1909 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1910 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1911 | { |
1911 | /* No reason to search empty containers */ |
1912 | /* No reason to search empty containers */ |
1912 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | if (tmp->type == CONTAINER && tmp->inv) |
1913 | { |
1914 | { |
1914 | if ((key = find_key (pl, tmp, door)) != NULL) |
1915 | if ((key = find_key (pl, tmp, door))) |
1915 | return key; |
1916 | return key; |
1916 | } |
1917 | } |
1917 | } |
1918 | } |
|
|
1919 | |
1918 | if (!tmp) |
1920 | if (!tmp) |
1919 | return NULL; |
1921 | return NULL; |
1920 | } |
1922 | } |
|
|
1923 | |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1924 | /* We get down here if we have found a key. Now if its in a container, |
1922 | * see if we actually want to use it |
1925 | * see if we actually want to use it |
1923 | */ |
1926 | */ |
1924 | if (pl != container) |
1927 | if (pl != container) |
1925 | { |
1928 | { |
… | |
… | |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1949 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1950 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1948 | return NULL; |
1951 | return NULL; |
1949 | } |
1952 | } |
1950 | } |
1953 | } |
|
|
1954 | |
1951 | return tmp; |
1955 | return tmp; |
1952 | } |
1956 | } |
1953 | |
1957 | |
1954 | /* moved door processing out of move_player_attack. |
1958 | /* moved door processing out of move_player_attack. |
1955 | * returns 1 if player has opened the door with a key |
1959 | * returns 1 if player has opened the door with a key |
… | |
… | |
1973 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1977 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | if (action_makes_visible (op)) |
1978 | if (action_makes_visible (op)) |
1975 | make_visible (op); |
1979 | make_visible (op); |
1976 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1980 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | spring_trap (door->inv, op); |
1981 | spring_trap (door->inv, op); |
|
|
1982 | |
1978 | if (door->type == DOOR) |
1983 | if (door->type == DOOR) |
1979 | { |
|
|
1980 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1984 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | } |
|
|
1982 | else if (door->type == LOCKED_DOOR) |
1985 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1986 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1987 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1988 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1989 | } |
|
|
1990 | |
1987 | /* Do this after we print the message */ |
1991 | /* Do this after we print the message */ |
1988 | decrease_ob (key); /* Use up one of the keys */ |
1992 | decrease_ob (key); /* Use up one of the keys */ |
1989 | /* Need to update the weight the container the key was in */ |
1993 | /* Need to update the weight the container the key was in */ |
1990 | if (container != op) |
1994 | if (container != op) |
1991 | esrv_update_item (UPD_WEIGHT, op, container); |
1995 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1996 | |
1992 | return 1; /* Nothing more to do below */ |
1997 | return 1; /* Nothing more to do below */ |
1993 | } |
1998 | } |
1994 | else if (door->type == LOCKED_DOOR) |
1999 | else if (door->type == LOCKED_DOOR) |
1995 | { |
2000 | { |
1996 | /* Might as well return now - no other way to open this */ |
2001 | /* Might as well return now - no other way to open this */ |
1997 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2002 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1998 | return 1; |
2003 | return 1; |
1999 | } |
2004 | } |
|
|
2005 | |
2000 | return 0; |
2006 | return 0; |
2001 | } |
2007 | } |
2002 | |
2008 | |
2003 | /* This function is just part of a breakup from move_player. |
2009 | /* This function is just part of a breakup from move_player. |
2004 | * It should keep the code cleaner. |
2010 | * It should keep the code cleaner. |
… | |
… | |
2210 | return 0; |
2216 | return 0; |
2211 | } |
2217 | } |
2212 | |
2218 | |
2213 | /* peterm: added following line */ |
2219 | /* peterm: added following line */ |
2214 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2220 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2221 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2216 | |
2222 | |
2217 | op->facing = dir; |
2223 | op->facing = dir; |
2218 | |
2224 | |
2219 | if (op->hide) |
2225 | if (op->hide) |
2220 | do_hidden_move (op); |
2226 | do_hidden_move (op); |
… | |
… | |
2253 | * Returns true if there are more actions we can do. |
2259 | * Returns true if there are more actions we can do. |
2254 | */ |
2260 | */ |
2255 | int |
2261 | int |
2256 | handle_newcs_player (object *op) |
2262 | handle_newcs_player (object *op) |
2257 | { |
2263 | { |
2258 | if (op->contr->hidden) |
|
|
2259 | { |
|
|
2260 | op->invisible = 1000; |
|
|
2261 | /* the socket code flashes the player visible/invisible |
|
|
2262 | * depending on the value of invisible, so we need to |
|
|
2263 | * alternate it here for it to work correctly. |
|
|
2264 | */ |
|
|
2265 | if (pticks & 2) |
|
|
2266 | op->invisible--; |
|
|
2267 | } |
|
|
2268 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2269 | { |
|
|
2270 | op->invisible--; |
|
|
2271 | if (!op->invisible) |
|
|
2272 | { |
|
|
2273 | make_visible (op); |
|
|
2274 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2275 | } |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2264 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2279 | { |
2265 | { |
2280 | flee_player (op); |
2266 | flee_player (op); |
2281 | /* If player is still scared, that is his action for this tick */ |
2267 | /* If player is still scared, that is his action for this tick */ |
2282 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2268 | if (QUERY_FLAG (op, FLAG_SCARED)) |
… | |
… | |
2361 | * from. |
2347 | * from. |
2362 | */ |
2348 | */ |
2363 | void |
2349 | void |
2364 | remove_unpaid_objects (object *op, object *env) |
2350 | remove_unpaid_objects (object *op, object *env) |
2365 | { |
2351 | { |
2366 | object *next; |
|
|
2367 | |
|
|
2368 | while (op) |
2352 | while (op) |
2369 | { |
2353 | { |
2370 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2354 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2371 | |
2355 | |
2372 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2356 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2438 | int rate_grace = 2000; |
2422 | int rate_grace = 2000; |
2439 | const int max_hp = 1; |
2423 | const int max_hp = 1; |
2440 | const int max_sp = 1; |
2424 | const int max_sp = 1; |
2441 | const int max_grace = 1; |
2425 | const int max_grace = 1; |
2442 | |
2426 | |
|
|
2427 | if (op->contr->hidden) |
|
|
2428 | { |
|
|
2429 | op->invisible = 1000; |
|
|
2430 | /* the socket code flashes the player visible/invisible |
|
|
2431 | * depending on the value of invisible, so we need to |
|
|
2432 | * alternate it here for it to work correctly. |
|
|
2433 | */ |
|
|
2434 | if (pticks & 2) |
|
|
2435 | op->invisible--; |
|
|
2436 | } |
|
|
2437 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2438 | { |
|
|
2439 | if (!op->invisible--) |
|
|
2440 | { |
|
|
2441 | make_visible (op); |
|
|
2442 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2443 | } |
|
|
2444 | } |
|
|
2445 | |
2443 | if (op->contr->outputs_sync) |
2446 | if (op->contr->outputs_sync) |
2444 | { |
|
|
2445 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2447 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2446 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2448 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2447 | flush_output_element (op, &op->contr->outputs[i]); |
2449 | flush_output_element (op, &op->contr->outputs[i]); |
2448 | } |
|
|
2449 | |
2450 | |
2450 | if (op->contr->ns->state == ST_PLAYING) |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2451 | { |
2452 | { |
2452 | /* these next three if clauses make it possible to SLOW DOWN |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2453 | hp/grace/spellpoint regeneration. */ |
2454 | hp/grace/spellpoint regeneration. */ |
… | |
… | |
2702 | tmp->name = buf; |
2703 | tmp->name = buf; |
2703 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2704 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2705 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2706 | tmp->msg = buf; |
2707 | tmp->msg = buf; |
2707 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2708 | tmp->value = 0, tmp->type = 0; |
2708 | tmp->materialname = NULL; |
2709 | tmp->materialname = "organics"; |
2709 | tmp->insert_at (op, tmp); |
2710 | tmp->insert_at (op, tmp); |
2710 | } |
2711 | } |
2711 | |
2712 | |
2712 | /* teleport defeated player to new destination */ |
2713 | /* teleport defeated player to new destination */ |
2713 | transfer_ob (op, x, y, 0, NULL); |
2714 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2909 | op->stats.hp = op->stats.maxhp; |
2910 | op->stats.hp = op->stats.maxhp; |
2910 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2911 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2912 | |
2913 | |
2913 | /* |
2914 | /* |
2914 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2915 | * the player has any unpaid items. If so, remove them and put them back |
2915 | * Check to see if the player has any unpaid items. If so, remove them |
2916 | * in the map. |
2916 | * and put them back in the map. |
2917 | */ |
2917 | */ |
2918 | |
|
|
2919 | if (is_in_shop (op)) |
|
|
2920 | remove_unpaid_objects (op->inv, op); |
2918 | remove_unpaid_objects (op->inv, op); |
2921 | |
2919 | |
2922 | /****************************************/ |
2920 | /****************************************/ |
2923 | /* */ |
2921 | /* */ |
2924 | /* Move player to his current respawn- */ |
2922 | /* Move player to his current respawn- */ |
2925 | /* position (usually last savebed) */ |
2923 | /* position (usually last savebed) */ |
… | |
… | |
2965 | void |
2963 | void |
2966 | loot_object (object *op) |
2964 | loot_object (object *op) |
2967 | { /* Grab and destroy some treasure */ |
2965 | { /* Grab and destroy some treasure */ |
2968 | object *tmp, *tmp2, *next; |
2966 | object *tmp, *tmp2, *next; |
2969 | |
2967 | |
2970 | if (op->container) |
2968 | op->close_container (); /* close open sack first */ |
2971 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2972 | |
2969 | |
2973 | for (tmp = op->inv; tmp; tmp = next) |
2970 | for (tmp = op->inv; tmp; tmp = next) |
2974 | { |
2971 | { |
2975 | next = tmp->below; |
2972 | next = tmp->below; |
2976 | |
2973 | |
2977 | if (tmp->invisible) |
2974 | if (tmp->invisible) |
2978 | continue; |
2975 | continue; |
2979 | |
2976 | |
2980 | tmp->remove (); |
2977 | tmp->remove (); |
2981 | tmp->x = op->x, tmp->y = op->y; |
2978 | tmp->x = op->x, tmp->y = op->y; |
|
|
2979 | |
2982 | if (tmp->type == CONTAINER) |
2980 | if (tmp->type == CONTAINER) |
2983 | { /* empty container to ground */ |
2981 | loot_object (tmp); /* empty container to ground */ |
2984 | loot_object (tmp); |
2982 | |
2985 | } |
|
|
2986 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2983 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2987 | { |
2984 | { |
2988 | if (tmp->nrof > 1) |
2985 | if (tmp->nrof > 1) |
2989 | { |
2986 | { |
2990 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2987 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2->destroy (); |
2988 | tmp2->destroy (); |
… | |
… | |
3002 | /* |
2999 | /* |
3003 | * fix_weight(): Check recursively the weight of all players, and fix |
3000 | * fix_weight(): Check recursively the weight of all players, and fix |
3004 | * what needs to be fixed. Refresh windows and fix speed if anything |
3001 | * what needs to be fixed. Refresh windows and fix speed if anything |
3005 | * was changed. |
3002 | * was changed. |
3006 | */ |
3003 | */ |
3007 | |
|
|
3008 | void |
3004 | void |
3009 | fix_weight (void) |
3005 | fix_weight (void) |
3010 | { |
3006 | { |
3011 | for_all_players (pl) |
3007 | for_all_players (pl) |
3012 | { |
3008 | { |
… | |
… | |
3072 | if (op->type == PLAYER) |
3068 | if (op->type == PLAYER) |
3073 | { |
3069 | { |
3074 | op->contr->tmp_invis = 0; |
3070 | op->contr->tmp_invis = 0; |
3075 | op->contr->invis_race = 0; |
3071 | op->contr->invis_race = 0; |
3076 | } |
3072 | } |
|
|
3073 | |
3077 | update_object (op, UP_OBJ_FACE); |
3074 | update_object (op, UP_OBJ_CHANGE); |
3078 | } |
3075 | } |
3079 | |
3076 | |
3080 | int |
3077 | int |
3081 | is_true_undead (object *op) |
3078 | is_true_undead (object *op) |
3082 | { |
3079 | { |
3083 | object *tmp = NULL; |
|
|
3084 | |
|
|
3085 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3080 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3086 | return 1; |
3081 | return 1; |
3087 | |
3082 | |
3088 | return 0; |
3083 | return 0; |
3089 | } |
3084 | } |
… | |
… | |
3377 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3372 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3378 | int i = 0, j = 0; |
3373 | int i = 0, j = 0; |
3379 | |
3374 | |
3380 | /* get the appropriate treasurelist */ |
3375 | /* get the appropriate treasurelist */ |
3381 | if (atnr == ATNR_FIRE) |
3376 | if (atnr == ATNR_FIRE) |
3382 | trlist = find_treasurelist ("dragon_ability_fire"); |
3377 | trlist = treasurelist::find ("dragon_ability_fire"); |
3383 | else if (atnr == ATNR_COLD) |
3378 | else if (atnr == ATNR_COLD) |
3384 | trlist = find_treasurelist ("dragon_ability_cold"); |
3379 | trlist = treasurelist::find ("dragon_ability_cold"); |
3385 | else if (atnr == ATNR_ELECTRICITY) |
3380 | else if (atnr == ATNR_ELECTRICITY) |
3386 | trlist = find_treasurelist ("dragon_ability_elec"); |
3381 | trlist = treasurelist::find ("dragon_ability_elec"); |
3387 | else if (atnr == ATNR_POISON) |
3382 | else if (atnr == ATNR_POISON) |
3388 | trlist = find_treasurelist ("dragon_ability_poison"); |
3383 | trlist = treasurelist::find ("dragon_ability_poison"); |
3389 | |
3384 | |
3390 | if (trlist == NULL || who->type != PLAYER) |
3385 | if (trlist == NULL || who->type != PLAYER) |
3391 | return; |
3386 | return; |
3392 | |
3387 | |
3393 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3388 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3533 | pl->ranges[i] = 0; |
3528 | pl->ranges[i] = 0; |
3534 | if (pl->shoottype == i) |
3529 | if (pl->shoottype == i) |
3535 | pl->shoottype = range_none; |
3530 | pl->shoottype = range_none; |
3536 | } |
3531 | } |
3537 | } |
3532 | } |
|
|
3533 | |
|
|
3534 | sint8 |
|
|
3535 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3536 | { |
|
|
3537 | if (!ns) |
|
|
3538 | return 0; |
|
|
3539 | |
|
|
3540 | int dx, dy; |
|
|
3541 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3542 | return 0; |
|
|
3543 | |
|
|
3544 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3545 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3546 | |
|
|
3547 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3548 | return 0; |
|
|
3549 | |
|
|
3550 | return 100 - blocked_los [x][y]; |
|
|
3551 | } |