… | |
… | |
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 |
… | |
… | |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
199 | maplevel = ob->map->path; |
199 | maplevel = ob->map->path; |
200 | ob->remove (); |
200 | ob->remove (); |
201 | ob->map = 0; |
201 | ob->map = 0; |
|
|
202 | party = 0; |
202 | |
203 | |
203 | // for weird reasons, this is often "ob", keeping a circular reference |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
204 | ranges [range_skill] = 0; |
205 | ranges [range_skill] = 0; |
205 | |
206 | |
206 | players.erase (this); |
207 | players.erase (this); |
… | |
… | |
214 | this->ns = ns; |
215 | this->ns = ns; |
215 | ns->pl = this; |
216 | ns->pl = this; |
216 | |
217 | |
217 | run_on = 0; |
218 | run_on = 0; |
218 | fire_on = 0; |
219 | fire_on = 0; |
219 | ob->container = 0; //TODO: client-specific |
220 | ob->close_container (); //TODO: client-specific |
220 | |
221 | |
221 | ns->update_look = 0; |
222 | ns->update_look = 0; |
222 | ns->look_position = 0; |
223 | ns->look_position = 0; |
223 | |
224 | |
224 | clear_los (ob); |
225 | clear_los (ob); |
… | |
… | |
236 | link_player_skills (ob); |
237 | link_player_skills (ob); |
237 | |
238 | |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | |
240 | |
240 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
241 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
243 | * from the class, and not race. I don't see any way to get the class information |
|
|
244 | * to then update this. I don't think this will actually break anything - anyone |
|
|
245 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
|
249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
251 | |
242 | |
252 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
253 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
254 | { |
245 | { |
255 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
300 | ns->reset_stats (); |
291 | ns->reset_stats (); |
301 | ns->pl = 0; |
292 | ns->pl = 0; |
302 | this->ns = 0; |
293 | this->ns = 0; |
303 | } |
294 | } |
304 | |
295 | |
|
|
296 | if (ob) |
305 | ob->container = 0; //TODO: client-specific |
297 | ob->close_container (); //TODO: client-specific |
|
|
298 | |
306 | deactivate (); |
299 | deactivate (); |
307 | } |
300 | } |
308 | |
301 | |
309 | // the need for this function can be explained |
302 | // the need for this function can be explained |
310 | // by load_object not returning the object |
303 | // by load_object not returning the object |
311 | void |
304 | void |
312 | player::set_object (object *op) |
305 | player::set_object (object *op) |
313 | { |
306 | { |
314 | ob = op; |
307 | ob = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
309 | |
317 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
318 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
319 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
320 | ob->stats.wc = 2; |
|
|
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
|
|
323 | ob->roll_stats (); |
|
|
324 | } |
313 | } |
325 | |
314 | |
326 | player::player () |
315 | player::player () |
327 | { |
316 | { |
328 | /* There are some elements we want initialised to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
329 | * we deal with that below this point. |
318 | * we deal with that below this point. |
330 | */ |
319 | */ |
331 | outputs_sync = 16; /* Every 2 seconds */ |
320 | outputs_sync = 6; /* Every 2 seconds */ |
332 | outputs_count = 8; /* Keeps present behaviour */ |
321 | outputs_count = 10; /* Keeps present behaviour */ |
333 | unapply = unapply_nochoice; |
322 | unapply = unapply_nochoice; |
334 | |
323 | |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
336 | |
325 | |
337 | gen_sp_armour = 10; |
326 | gen_sp_armour = 10; |
… | |
… | |
372 | player::create () |
361 | player::create () |
373 | { |
362 | { |
374 | player *pl = new player; |
363 | player *pl = new player; |
375 | |
364 | |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
366 | |
|
|
367 | pl->ob->roll_stats (); |
|
|
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
370 | |
377 | set_first_map (pl->ob); |
371 | set_first_map (pl->ob); |
378 | |
372 | |
379 | return pl; |
373 | return pl; |
380 | } |
374 | } |
381 | |
375 | |
… | |
… | |
527 | x = mon->x; |
521 | x = mon->x; |
528 | y = mon->y; |
522 | y = mon->y; |
529 | m = mon->map; |
523 | m = mon->map; |
530 | dir = rv.direction; |
524 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
533 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
529 | if (diff > max) |
535 | return 0; |
530 | return 0; |
|
|
531 | |
536 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
537 | { |
533 | { |
538 | lastx = x; |
534 | lastx = x; |
539 | lasty = y; |
535 | lasty = y; |
540 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
622 | max--; |
618 | max--; |
623 | lastdir = dir; |
619 | lastdir = dir; |
624 | if (!firstdir) |
620 | if (!firstdir) |
625 | firstdir = dir; |
621 | firstdir = dir; |
626 | } |
622 | } |
|
|
623 | |
627 | if (diff <= 1) |
624 | if (diff <= 1) |
628 | { |
625 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
631 | */ |
628 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
631 | } |
|
|
632 | |
635 | if (diff > max) |
633 | if (diff > max) |
636 | return 0; |
634 | return 0; |
637 | } |
635 | } |
|
|
636 | |
638 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
638 | if (!max) |
640 | return 0; |
639 | return 0; |
641 | |
640 | |
642 | return firstdir; |
641 | return firstdir; |
… | |
… | |
878 | char buf[MAX_BUF]; |
877 | char buf[MAX_BUF]; |
879 | |
878 | |
880 | /* this must before then initial items are given */ |
879 | /* this must before then initial items are given */ |
881 | esrv_new_player (op->contr, op->weight + op->carrying); |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
882 | |
881 | |
883 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
882 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
884 | if (tl) |
883 | if (tl) |
885 | create_treasure (tl, op, 0, 0, 0); |
884 | create_treasure (tl, op, 0, 0, 0); |
886 | |
885 | |
887 | INVOKE_PLAYER (BIRTH, op->contr); |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
888 | INVOKE_PLAYER (LOGIN, op->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
… | |
… | |
1031 | int |
1030 | int |
1032 | check_pick (object *op) |
1031 | check_pick (object *op) |
1033 | { |
1032 | { |
1034 | object *tmp, *next; |
1033 | object *tmp, *next; |
1035 | int stop = 0; |
1034 | int stop = 0; |
1036 | int j, k, wvratio; |
1035 | int wvratio; |
1037 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1038 | |
1037 | |
1039 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1040 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1041 | return 1; |
1040 | return 1; |
1042 | |
1041 | |
… | |
… | |
1379 | * found object is returned. |
1378 | * found object is returned. |
1380 | */ |
1379 | */ |
1381 | object * |
1380 | object * |
1382 | find_arrow (object *op, const char *type) |
1381 | find_arrow (object *op, const char *type) |
1383 | { |
1382 | { |
1384 | object *tmp = NULL; |
1383 | object *tmp = 0; |
1385 | |
1384 | |
1386 | for (op = op->inv; op; op = op->below) |
1385 | for (op = op->inv; op; op = op->below) |
1387 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1388 | tmp = find_arrow (op, type); |
1387 | tmp = find_arrow (op, type); |
1389 | else if (op->type == ARROW && op->race == type) |
1388 | else if (op->type == ARROW && op->race == type) |
1390 | return op; |
1389 | return op; |
|
|
1390 | |
1391 | return tmp; |
1391 | return tmp; |
1392 | } |
1392 | } |
1393 | |
1393 | |
1394 | /* |
1394 | /* |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1395 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1396 | * against the target. A full test is not performed, simply a basic test |
1396 | * against the target. A full test is not performed, simply a basic test |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1397 | * of resistances. The archer is making a quick guess at what he sees down |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1398 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1399 | */ |
1399 | */ |
1400 | |
|
|
1401 | object * |
1400 | object * |
1402 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1401 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1403 | { |
1402 | { |
1404 | object *tmp = NULL, *arrow, *ntmp; |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1405 | int attacknum, attacktype, betterby = 0, i; |
1404 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1865 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1866 | return; |
1865 | return; |
1867 | } |
1866 | } |
1868 | } |
1867 | } |
1869 | |
1868 | |
1870 | |
|
|
1871 | |
|
|
1872 | /* find_key |
1869 | /* find_key |
1873 | * We try to find a key for the door as passed. If we find a key |
1870 | * We try to find a key for the door as passed. If we find a key |
1874 | * and successfully use it, we return the key, otherwise NULL |
1871 | * and successfully use it, we return the key, otherwise NULL |
1875 | * This function merges both normal and locked door, since the logic |
1872 | * This function merges both normal and locked door, since the logic |
1876 | * for both is the same - just the specific key is different. |
1873 | * for both is the same - just the specific key is different. |
1877 | * pl is the player, |
1874 | * pl is the player, |
1878 | * inv is the objects inventory to searched |
1875 | * inv is the objects inventory to searched |
1879 | * door is the door we are trying to match against. |
1876 | * door is the door we are trying to match against. |
1880 | * This function can be called recursively to search containers. |
1877 | * This function can be called recursively to search containers. |
1881 | */ |
1878 | */ |
1882 | |
|
|
1883 | object * |
1879 | object * |
1884 | find_key (object *pl, object *container, object *door) |
1880 | find_key (object *pl, object *container, object *door) |
1885 | { |
1881 | { |
1886 | object *tmp, *key; |
1882 | object *tmp, *key; |
1887 | |
1883 | |
1888 | /* Should not happen, but sanity checking is never bad */ |
1884 | /* Should not happen, but sanity checking is never bad */ |
1889 | if (container->inv == NULL) |
1885 | if (!container->inv) |
1890 | return NULL; |
1886 | return 0; |
1891 | |
1887 | |
1892 | /* First, lets try to find a key in the top level inventory */ |
1888 | /* First, lets try to find a key in the top level inventory */ |
1893 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1894 | { |
1890 | { |
1895 | if (door->type == DOOR && tmp->type == KEY) |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1896 | break; |
1892 | break; |
1897 | /* For sanity, we should really check door type, but other stuff |
1893 | /* For sanity, we should really check door type, but other stuff |
1898 | * (like containers) can be locked with special keys |
1894 | * (like containers) can be locked with special keys |
1899 | */ |
1895 | */ |
1900 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | break; |
1897 | break; |
1902 | } |
1898 | } |
|
|
1899 | |
1903 | /* No key found - lets search inventories now */ |
1900 | /* No key found - lets search inventories now */ |
1904 | /* If we find and use a key in an inventory, return at that time. |
1901 | /* If we find and use a key in an inventory, return at that time. |
1905 | * otherwise, if we search all the inventories and still don't find |
1902 | * otherwise, if we search all the inventories and still don't find |
1906 | * a key, return |
1903 | * a key, return |
1907 | */ |
1904 | */ |
1908 | if (!tmp) |
1905 | if (!tmp) |
1909 | { |
1906 | { |
1910 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1911 | { |
1908 | { |
1912 | /* No reason to search empty containers */ |
1909 | /* No reason to search empty containers */ |
1913 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
1914 | { |
1911 | { |
1915 | if ((key = find_key (pl, tmp, door)) != NULL) |
1912 | if ((key = find_key (pl, tmp, door))) |
1916 | return key; |
1913 | return key; |
1917 | } |
1914 | } |
1918 | } |
1915 | } |
|
|
1916 | |
1919 | if (!tmp) |
1917 | if (!tmp) |
1920 | return NULL; |
1918 | return NULL; |
1921 | } |
1919 | } |
|
|
1920 | |
1922 | /* We get down here if we have found a key. Now if its in a container, |
1921 | /* We get down here if we have found a key. Now if its in a container, |
1923 | * see if we actually want to use it |
1922 | * see if we actually want to use it |
1924 | */ |
1923 | */ |
1925 | if (pl != container) |
1924 | if (pl != container) |
1926 | { |
1925 | { |
… | |
… | |
1947 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1948 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1947 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1949 | return NULL; |
1948 | return NULL; |
1950 | } |
1949 | } |
1951 | } |
1950 | } |
|
|
1951 | |
1952 | return tmp; |
1952 | return tmp; |
1953 | } |
1953 | } |
1954 | |
1954 | |
1955 | /* moved door processing out of move_player_attack. |
1955 | /* moved door processing out of move_player_attack. |
1956 | * returns 1 if player has opened the door with a key |
1956 | * returns 1 if player has opened the door with a key |
… | |
… | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1975 | if (action_makes_visible (op)) |
1975 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1976 | make_visible (op); |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1978 | spring_trap (door->inv, op); |
|
|
1979 | |
1979 | if (door->type == DOOR) |
1980 | if (door->type == DOOR) |
1980 | { |
|
|
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 | } |
|
|
1983 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
1984 | { |
1983 | { |
1985 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1986 | remove_door2 (door); /* remove door without violence ;-) */ |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1987 | } |
1986 | } |
|
|
1987 | |
1988 | /* Do this after we print the message */ |
1988 | /* Do this after we print the message */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
1990 | /* Need to update the weight the container the key was in */ |
1990 | /* Need to update the weight the container the key was in */ |
1991 | if (container != op) |
1991 | if (container != op) |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
1993 | return 1; /* Nothing more to do below */ |
1994 | return 1; /* Nothing more to do below */ |
1994 | } |
1995 | } |
1995 | else if (door->type == LOCKED_DOOR) |
1996 | else if (door->type == LOCKED_DOOR) |
1996 | { |
1997 | { |
1997 | /* Might as well return now - no other way to open this */ |
1998 | /* Might as well return now - no other way to open this */ |
1998 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 | return 1; |
2000 | return 1; |
2000 | } |
2001 | } |
|
|
2002 | |
2001 | return 0; |
2003 | return 0; |
2002 | } |
2004 | } |
2003 | |
2005 | |
2004 | /* This function is just part of a breakup from move_player. |
2006 | /* This function is just part of a breakup from move_player. |
2005 | * It should keep the code cleaner. |
2007 | * It should keep the code cleaner. |
… | |
… | |
2254 | * Returns true if there are more actions we can do. |
2256 | * Returns true if there are more actions we can do. |
2255 | */ |
2257 | */ |
2256 | int |
2258 | int |
2257 | handle_newcs_player (object *op) |
2259 | handle_newcs_player (object *op) |
2258 | { |
2260 | { |
2259 | if (op->contr->hidden) |
|
|
2260 | { |
|
|
2261 | op->invisible = 1000; |
|
|
2262 | /* the socket code flashes the player visible/invisible |
|
|
2263 | * depending on the value of invisible, so we need to |
|
|
2264 | * alternate it here for it to work correctly. |
|
|
2265 | */ |
|
|
2266 | if (pticks & 2) |
|
|
2267 | op->invisible--; |
|
|
2268 | } |
|
|
2269 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2270 | { |
|
|
2271 | op->invisible--; |
|
|
2272 | if (!op->invisible) |
|
|
2273 | { |
|
|
2274 | make_visible (op); |
|
|
2275 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2276 | } |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2261 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2280 | { |
2262 | { |
2281 | flee_player (op); |
2263 | flee_player (op); |
2282 | /* If player is still scared, that is his action for this tick */ |
2264 | /* If player is still scared, that is his action for this tick */ |
2283 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
… | |
… | |
2362 | * from. |
2344 | * from. |
2363 | */ |
2345 | */ |
2364 | void |
2346 | void |
2365 | remove_unpaid_objects (object *op, object *env) |
2347 | remove_unpaid_objects (object *op, object *env) |
2366 | { |
2348 | { |
2367 | object *next; |
|
|
2368 | |
|
|
2369 | while (op) |
2349 | while (op) |
2370 | { |
2350 | { |
2371 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2351 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2372 | |
2352 | |
2373 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2353 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2439 | int rate_grace = 2000; |
2419 | int rate_grace = 2000; |
2440 | const int max_hp = 1; |
2420 | const int max_hp = 1; |
2441 | const int max_sp = 1; |
2421 | const int max_sp = 1; |
2442 | const int max_grace = 1; |
2422 | const int max_grace = 1; |
2443 | |
2423 | |
|
|
2424 | if (op->contr->hidden) |
|
|
2425 | { |
|
|
2426 | op->invisible = 1000; |
|
|
2427 | /* the socket code flashes the player visible/invisible |
|
|
2428 | * depending on the value of invisible, so we need to |
|
|
2429 | * alternate it here for it to work correctly. |
|
|
2430 | */ |
|
|
2431 | if (pticks & 2) |
|
|
2432 | op->invisible--; |
|
|
2433 | } |
|
|
2434 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2435 | { |
|
|
2436 | if (!op->invisible--) |
|
|
2437 | { |
|
|
2438 | make_visible (op); |
|
|
2439 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2440 | } |
|
|
2441 | } |
|
|
2442 | |
2444 | if (op->contr->outputs_sync) |
2443 | if (op->contr->outputs_sync) |
2445 | { |
|
|
2446 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2444 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2447 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2445 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2448 | flush_output_element (op, &op->contr->outputs[i]); |
2446 | flush_output_element (op, &op->contr->outputs[i]); |
2449 | } |
|
|
2450 | |
2447 | |
2451 | if (op->contr->ns->state == ST_PLAYING) |
2448 | if (op->contr->ns->state == ST_PLAYING) |
2452 | { |
2449 | { |
2453 | /* these next three if clauses make it possible to SLOW DOWN |
2450 | /* these next three if clauses make it possible to SLOW DOWN |
2454 | hp/grace/spellpoint regeneration. */ |
2451 | hp/grace/spellpoint regeneration. */ |
… | |
… | |
2703 | tmp->name = buf; |
2700 | tmp->name = buf; |
2704 | sprintf (buf, " This finger has been cut off %s\n" |
2701 | sprintf (buf, " This finger has been cut off %s\n" |
2705 | " the %s, when he was defeated at\n level %d by %s.\n", |
2702 | " the %s, when he was defeated at\n level %d by %s.\n", |
2706 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2703 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2707 | tmp->msg = buf; |
2704 | tmp->msg = buf; |
2708 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2705 | tmp->value = 0, tmp->type = 0; |
2709 | tmp->materialname = NULL; |
2706 | tmp->materialname = "organics"; |
2710 | tmp->insert_at (op, tmp); |
2707 | tmp->insert_at (op, tmp); |
2711 | } |
2708 | } |
2712 | |
2709 | |
2713 | /* teleport defeated player to new destination */ |
2710 | /* teleport defeated player to new destination */ |
2714 | transfer_ob (op, x, y, 0, NULL); |
2711 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2910 | op->stats.hp = op->stats.maxhp; |
2907 | op->stats.hp = op->stats.maxhp; |
2911 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2908 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2912 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2909 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2913 | |
2910 | |
2914 | /* |
2911 | /* |
2915 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2916 | * the player has any unpaid items. If so, remove them and put them back |
2912 | * Check to see if the player has any unpaid items. If so, remove them |
2917 | * in the map. |
2913 | * and put them back in the map. |
2918 | */ |
2914 | */ |
2919 | |
|
|
2920 | if (is_in_shop (op)) |
|
|
2921 | remove_unpaid_objects (op->inv, op); |
2915 | remove_unpaid_objects (op->inv, op); |
2922 | |
2916 | |
2923 | /****************************************/ |
2917 | /****************************************/ |
2924 | /* */ |
2918 | /* */ |
2925 | /* Move player to his current respawn- */ |
2919 | /* Move player to his current respawn- */ |
2926 | /* position (usually last savebed) */ |
2920 | /* position (usually last savebed) */ |
… | |
… | |
2966 | void |
2960 | void |
2967 | loot_object (object *op) |
2961 | loot_object (object *op) |
2968 | { /* Grab and destroy some treasure */ |
2962 | { /* Grab and destroy some treasure */ |
2969 | object *tmp, *tmp2, *next; |
2963 | object *tmp, *tmp2, *next; |
2970 | |
2964 | |
2971 | if (op->container) |
2965 | op->close_container (); /* close open sack first */ |
2972 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2973 | |
2966 | |
2974 | for (tmp = op->inv; tmp; tmp = next) |
2967 | for (tmp = op->inv; tmp; tmp = next) |
2975 | { |
2968 | { |
2976 | next = tmp->below; |
2969 | next = tmp->below; |
2977 | |
2970 | |
2978 | if (tmp->invisible) |
2971 | if (tmp->invisible) |
2979 | continue; |
2972 | continue; |
2980 | |
2973 | |
2981 | tmp->remove (); |
2974 | tmp->remove (); |
2982 | tmp->x = op->x, tmp->y = op->y; |
2975 | tmp->x = op->x, tmp->y = op->y; |
|
|
2976 | |
2983 | if (tmp->type == CONTAINER) |
2977 | if (tmp->type == CONTAINER) |
2984 | { /* empty container to ground */ |
2978 | loot_object (tmp); /* empty container to ground */ |
2985 | loot_object (tmp); |
2979 | |
2986 | } |
|
|
2987 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2980 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2988 | { |
2981 | { |
2989 | if (tmp->nrof > 1) |
2982 | if (tmp->nrof > 1) |
2990 | { |
2983 | { |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2984 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
… | |
… | |
3003 | /* |
2996 | /* |
3004 | * fix_weight(): Check recursively the weight of all players, and fix |
2997 | * fix_weight(): Check recursively the weight of all players, and fix |
3005 | * what needs to be fixed. Refresh windows and fix speed if anything |
2998 | * what needs to be fixed. Refresh windows and fix speed if anything |
3006 | * was changed. |
2999 | * was changed. |
3007 | */ |
3000 | */ |
3008 | |
|
|
3009 | void |
3001 | void |
3010 | fix_weight (void) |
3002 | fix_weight (void) |
3011 | { |
3003 | { |
3012 | for_all_players (pl) |
3004 | for_all_players (pl) |
3013 | { |
3005 | { |
… | |
… | |
3073 | if (op->type == PLAYER) |
3065 | if (op->type == PLAYER) |
3074 | { |
3066 | { |
3075 | op->contr->tmp_invis = 0; |
3067 | op->contr->tmp_invis = 0; |
3076 | op->contr->invis_race = 0; |
3068 | op->contr->invis_race = 0; |
3077 | } |
3069 | } |
|
|
3070 | |
3078 | update_object (op, UP_OBJ_FACE); |
3071 | update_object (op, UP_OBJ_CHANGE); |
3079 | } |
3072 | } |
3080 | |
3073 | |
3081 | int |
3074 | int |
3082 | is_true_undead (object *op) |
3075 | is_true_undead (object *op) |
3083 | { |
3076 | { |
3084 | object *tmp = NULL; |
|
|
3085 | |
|
|
3086 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3077 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3087 | return 1; |
3078 | return 1; |
3088 | |
3079 | |
3089 | return 0; |
3080 | return 0; |
3090 | } |
3081 | } |
… | |
… | |
3378 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3369 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3379 | int i = 0, j = 0; |
3370 | int i = 0, j = 0; |
3380 | |
3371 | |
3381 | /* get the appropriate treasurelist */ |
3372 | /* get the appropriate treasurelist */ |
3382 | if (atnr == ATNR_FIRE) |
3373 | if (atnr == ATNR_FIRE) |
3383 | trlist = find_treasurelist ("dragon_ability_fire"); |
3374 | trlist = treasurelist::find ("dragon_ability_fire"); |
3384 | else if (atnr == ATNR_COLD) |
3375 | else if (atnr == ATNR_COLD) |
3385 | trlist = find_treasurelist ("dragon_ability_cold"); |
3376 | trlist = treasurelist::find ("dragon_ability_cold"); |
3386 | else if (atnr == ATNR_ELECTRICITY) |
3377 | else if (atnr == ATNR_ELECTRICITY) |
3387 | trlist = find_treasurelist ("dragon_ability_elec"); |
3378 | trlist = treasurelist::find ("dragon_ability_elec"); |
3388 | else if (atnr == ATNR_POISON) |
3379 | else if (atnr == ATNR_POISON) |
3389 | trlist = find_treasurelist ("dragon_ability_poison"); |
3380 | trlist = treasurelist::find ("dragon_ability_poison"); |
3390 | |
3381 | |
3391 | if (trlist == NULL || who->type != PLAYER) |
3382 | if (trlist == NULL || who->type != PLAYER) |
3392 | return; |
3383 | return; |
3393 | |
3384 | |
3394 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3385 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3534 | pl->ranges[i] = 0; |
3525 | pl->ranges[i] = 0; |
3535 | if (pl->shoottype == i) |
3526 | if (pl->shoottype == i) |
3536 | pl->shoottype = range_none; |
3527 | pl->shoottype = range_none; |
3537 | } |
3528 | } |
3538 | } |
3529 | } |
|
|
3530 | |
|
|
3531 | sint8 |
|
|
3532 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3533 | { |
|
|
3534 | if (!ns) |
|
|
3535 | return 0; |
|
|
3536 | |
|
|
3537 | int dx, dy; |
|
|
3538 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3539 | return 0; |
|
|
3540 | |
|
|
3541 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3542 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3543 | |
|
|
3544 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3545 | return 0; |
|
|
3546 | |
|
|
3547 | return 100 - blocked_los [x][y]; |
|
|
3548 | } |