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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.111 by root, Mon Apr 23 11:43:22 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;
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
310void 307void
311player::set_object (object *op) 308player::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
325player::player () 318player::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;
371player::create () 364player::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;
755roll_stat (void) 758roll_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);
1030int 1033int
1031check_pick (object *op) 1034check_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 */
1380object * 1383object *
1381find_arrow (object *op, const char *type) 1384find_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
1400object * 1403object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_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
1882object * 1882object *
1883find_key (object *pl, object *container, object *door) 1883find_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 */
2255int 2261int
2256handle_newcs_player (object *op) 2262handle_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 */
2363void 2349void
2364remove_unpaid_objects (object *op, object *env) 2350remove_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) */
2965void 2963void
2966loot_object (object *op) 2964loot_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
3008void 3004void
3009fix_weight (void) 3005fix_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
3080int 3077int
3081is_true_undead (object *op) 3078is_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
3534sint8
3535player::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}

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