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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 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)
199 maplevel = ob->map->path; 201 maplevel = ob->map->path;
202
200 ob->remove (); 203 ob->remove ();
201 ob->map = 0; 204 ob->map = 0;
205 party = 0;
202 206
203 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0; 208 ranges [range_skill] = 0;
205 209
206 players.erase (this); 210 players.erase (this);
214 this->ns = ns; 218 this->ns = ns;
215 ns->pl = this; 219 ns->pl = this;
216 220
217 run_on = 0; 221 run_on = 0;
218 fire_on = 0; 222 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 223 ob->close_container (); //TODO: client-specific
220 224
221 ns->update_look = 0; 225 ns->update_look = 0;
222 ns->look_position = 0; 226 ns->look_position = 0;
223 227
224 clear_los (ob); 228 clear_los (ob);
236 link_player_skills (ob); 240 link_player_skills (ob);
237 241
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 243
240 assign (title, ob->arch->clone.name); 244 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);
251 245
252 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
254 { 248 {
255 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
300 ns->reset_stats (); 294 ns->reset_stats ();
301 ns->pl = 0; 295 ns->pl = 0;
302 this->ns = 0; 296 this->ns = 0;
303 } 297 }
304 298
299 if (ob)
305 ob->container = 0; //TODO: client-specific 300 ob->close_container (); //TODO: client-specific
301
306 deactivate (); 302 deactivate ();
307} 303}
308 304
309// the need for this function can be explained 305// the need for this function can be explained
310// by load_object not returning the object 306// by load_object not returning the object
311void 307void
312player::set_object (object *op) 308player::set_object (object *op)
313{ 309{
314 ob = op; 310 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
316 312
317 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
318 ob->speed = 1.0; 314 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */ 315 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} 316}
325 317
326player::player () 318player::player ()
327{ 319{
328 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 321 * we deal with that below this point.
330 */ 322 */
331 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 6; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 10; /* Keeps present behaviour */
333 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
334 326
335 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
336 328
337 gen_sp_armour = 10; 329 gen_sp_armour = 10;
372player::create () 364player::create ()
373{ 365{
374 player *pl = new player; 366 player *pl = new player;
375 367
376 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
377 set_first_map (pl->ob); 374 set_first_map (pl->ob);
378 375
379 return pl; 376 return pl;
380} 377}
381 378
527 x = mon->x; 524 x = mon->x;
528 y = mon->y; 525 y = mon->y;
529 m = mon->map; 526 m = mon->map;
530 dir = rv.direction; 527 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 532 if (diff > max)
535 return 0; 533 return 0;
534
536 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
537 { 536 {
538 lastx = x; 537 lastx = x;
539 lasty = y; 538 lasty = y;
540 lastmap = m; 539 lastmap = m;
622 max--; 621 max--;
623 lastdir = dir; 622 lastdir = dir;
624 if (!firstdir) 623 if (!firstdir)
625 firstdir = dir; 624 firstdir = dir;
626 } 625 }
626
627 if (diff <= 1) 627 if (diff <= 1)
628 { 628 {
629 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 630 * headed toward player for entire distance.
631 */ 631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 634 }
635
635 if (diff > max) 636 if (diff > max)
636 return 0; 637 return 0;
637 } 638 }
639
638 /* 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 */
639 if (!max) 641 if (!max)
640 return 0; 642 return 0;
641 643
642 return firstdir; 644 return firstdir;
878 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
879 881
880 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
882 884
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 885 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 886 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 887 create_treasure (tl, op, 0, 0, 0);
886 888
887 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
1031int 1033int
1032check_pick (object *op) 1034check_pick (object *op)
1033{ 1035{
1034 object *tmp, *next; 1036 object *tmp, *next;
1035 int stop = 0; 1037 int stop = 0;
1036 int j, k, wvratio; 1038 int wvratio;
1037 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1038 1040
1039 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1041 return 1; 1043 return 1;
1042 1044
1379 * found object is returned. 1381 * found object is returned.
1380 */ 1382 */
1381object * 1383object *
1382find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1383{ 1385{
1384 object *tmp = NULL; 1386 object *tmp = 0;
1385 1387
1386 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1387 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))
1388 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1390 return op; 1392 return op;
1393
1391 return tmp; 1394 return tmp;
1392} 1395}
1393 1396
1394/* 1397/*
1395 * 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
1396 * 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
1397 * 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
1398 * 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.
1399 */ 1402 */
1400
1401object * 1403object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1405{
1404 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return; 1868 return;
1867 } 1869 }
1868} 1870}
1869 1871
1870
1871
1872/* find_key 1872/* find_key
1873 * 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
1874 * and successfully use it, we return the key, otherwise NULL 1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different. 1876 * for both is the same - just the specific key is different.
1877 * pl is the player, 1877 * pl is the player,
1878 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1881 */ 1881 */
1882
1883object * 1882object *
1884find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1885{ 1884{
1886 object *tmp, *key; 1885 object *tmp, *key;
1887 1886
1888 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1888 if (!container->inv)
1890 return NULL; 1889 return 0;
1891 1890
1892 /* 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 */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1893 {
1895 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1895 break;
1897 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1899 */ 1898 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1900 break;
1902 } 1901 }
1902
1903 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1904 /* 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.
1905 * 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
1906 * a key, return 1906 * a key, return
1907 */ 1907 */
1908 if (!tmp) 1908 if (!tmp)
1909 { 1909 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1911 {
1912 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
1916 return key; 1916 return key;
1917 } 1917 }
1918 } 1918 }
1919
1919 if (!tmp) 1920 if (!tmp)
1920 return NULL; 1921 return NULL;
1921 } 1922 }
1923
1922 /* 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,
1923 * see if we actually want to use it 1925 * see if we actually want to use it
1924 */ 1926 */
1925 if (pl != container) 1927 if (pl != container)
1926 { 1928 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 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)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1951 return NULL;
1950 } 1952 }
1951 } 1953 }
1954
1952 return tmp; 1955 return tmp;
1953} 1956}
1954 1957
1955/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
1974 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);
1975 if (action_makes_visible (op)) 1978 if (action_makes_visible (op))
1976 make_visible (op); 1979 make_visible (op);
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
1979 if (door->type == DOOR) 1983 if (door->type == DOOR)
1980 {
1981 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 */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
1984 { 1986 {
1985 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));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1989 }
1990
1988 /* Do this after we print the message */ 1991 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
1991 if (container != op) 1994 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
1993 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
1994 } 1998 }
1995 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
1996 { 2000 {
1997 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2003 return 1;
2000 } 2004 }
2005
2001 return 0; 2006 return 0;
2002} 2007}
2003 2008
2004/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2254 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2255 */ 2260 */
2256int 2261int
2257handle_newcs_player (object *op) 2262handle_newcs_player (object *op)
2258{ 2263{
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)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2265 {
2281 flee_player (op); 2266 flee_player (op);
2282 /* 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 */
2283 if (QUERY_FLAG (op, FLAG_SCARED)) 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2362 * from. 2347 * from.
2363 */ 2348 */
2364void 2349void
2365remove_unpaid_objects (object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2366{ 2351{
2367 object *next;
2368
2369 while (op) 2352 while (op)
2370 { 2353 {
2371 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' */
2372 2355
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2422 int rate_grace = 2000;
2440 const int max_hp = 1; 2423 const int max_hp = 1;
2441 const int max_sp = 1; 2424 const int max_sp = 1;
2442 const int max_grace = 1; 2425 const int max_grace = 1;
2443 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
2444 if (op->contr->outputs_sync) 2446 if (op->contr->outputs_sync)
2445 {
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2447 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) 2448 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]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2449 }
2450 2450
2451 if (op->contr->ns->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2452 { 2452 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2703 tmp->name = buf; 2703 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " 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",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2707 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2710 tmp->insert_at (op, tmp);
2711 } 2711 }
2712 2712
2713 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2913
2914 /* 2914 /*
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 2915 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2916 * and put them back in the map.
2918 */ 2917 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
2922 2919
2923 /****************************************/ 2920 /****************************************/
2924 /* */ 2921 /* */
2925 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
2966void 2963void
2967loot_object (object *op) 2964loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2965{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2966 object *tmp, *tmp2, *next;
2970 2967
2971 if (op->container) 2968 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2969
2974 for (tmp = op->inv; tmp; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
2975 { 2971 {
2976 next = tmp->below; 2972 next = tmp->below;
2977 2973
2978 if (tmp->invisible) 2974 if (tmp->invisible)
2979 continue; 2975 continue;
2980 2976
2981 tmp->remove (); 2977 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2979
2983 if (tmp->type == CONTAINER) 2980 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2981 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2982
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2984 {
2989 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
2990 { 2986 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2999/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3005 * 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
3006 * was changed. 3002 * was changed.
3007 */ 3003 */
3008
3009void 3004void
3010fix_weight (void) 3005fix_weight (void)
3011{ 3006{
3012 for_all_players (pl) 3007 for_all_players (pl)
3013 { 3008 {
3073 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3074 { 3069 {
3075 op->contr->tmp_invis = 0; 3070 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3071 op->contr->invis_race = 0;
3077 } 3072 }
3073
3078 update_object (op, UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_CHANGE);
3079} 3075}
3080 3076
3081int 3077int
3082is_true_undead (object *op) 3078is_true_undead (object *op)
3083{ 3079{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3081 return 1;
3088 3082
3089 return 0; 3083 return 0;
3090} 3084}
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3373 int i = 0, j = 0;
3380 3374
3381 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3390 3384
3391 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3392 return; 3386 return;
3393 3387
3394 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++);
3534 pl->ranges[i] = 0; 3528 pl->ranges[i] = 0;
3535 if (pl->shoottype == i) 3529 if (pl->shoottype == i)
3536 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3537 } 3531 }
3538} 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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