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Comparing deliantra/server/server/player.C (file contents):
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
194 return; 193 return;
195 194
196 terminate_all_pets (ob); 195 terminate_all_pets (ob);
197 remove_friendly_object (ob); 196 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 197 ob->deactivate_recursive ();
198
199 if (ob->map)
199 maplevel = ob->map->path; 200 maplevel = ob->map->path;
201
200 ob->remove (); 202 ob->remove ();
201 ob->map = 0; 203 ob->map = 0;
202 party = 0; 204 party = 0;
203 205
204 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 207
207 players.erase (this); 208 players.erase (this);
208} 209}
209 210
210// connect the player with a specific client 211// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
212void 213void
213player::connect (client *ns) 214player::connect (client *ns)
214{ 215{
215 this->ns = ns; 216 this->ns = ns;
216 ns->pl = this; 217 ns->pl = this;
227 ns->reset_stats (); 228 ns->reset_stats ();
228 229
229 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 233
236 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 235 link_player_skills (ob);
238 236
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 258
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 260
263 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
264 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
265 ob->update_stats (); 288 ob->update_stats ();
289
266 ns->floorbox_update (); 290 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
270 293
271 activate (); 294 activate ();
272 295
288 311
289 INVOKE_PLAYER (DISCONNECT, this); 312 INVOKE_PLAYER (DISCONNECT, this);
290 313
291 ns->reset_stats (); 314 ns->reset_stats ();
292 ns->pl = 0; 315 ns->pl = 0;
293 this->ns = 0; 316 ns = 0;
294 } 317 }
295 318
296 if (ob) 319 if (ob)
297 ob->close_container (); //TODO: client-specific 320 ob->close_container (); //TODO: client-specific
298 321
305player::set_object (object *op) 328player::set_object (object *op)
306{ 329{
307 ob = op; 330 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
309 332
310 ob->speed_left = 0.5; 333 ob->speed_left = 0.5f;
311 ob->speed = 1.0; 334 ob->speed = 1.0f;
312 ob->direction = 5; /* So player faces south */ 335 ob->direction = 5; /* So player faces south */
313} 336}
314 337
315player::player () 338player::player ()
316{ 339{
317 /* There are some elements we want initialised to non zero value - 340 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 341 * we deal with that below this point.
319 */ 342 */
320 outputs_sync = 6; /* Every 2 seconds */ 343 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 344 outputs_count = 4;
322 unapply = unapply_nochoice; 345 unapply = unapply_nochoice;
323 346
324 savebed_map = first_map_path; /* Init. respawn position */ 347 savebed_map = first_map_path; /* Init. respawn position */
325 348
326 gen_sp_armour = 10; 349 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 350 bowtype = bow_normal;
329 petmode = pet_normal; 351 petmode = pet_normal;
330 listening = 10; 352 listening = 10;
331 usekeys = containers; 353 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
771} 793}
772 794
773void 795void
774object::roll_stats () 796object::roll_stats ()
775{ 797{
776 int statsort [7]; 798 int statsort [NUM_STATS];
777 799
778 for (;;) 800 for (;;)
779 { 801 {
780 int sum = 0; 802 int sum = 0;
781 for (int i = 7; i--; ) 803 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 804 sum += statsort [i] = roll_stat ();
783 805
784 if (sum >= 82 && sum <= 116) 806 if (sum >= 82 && sum <= 116)
785 break; 807 break;
786 } 808 }
787 809
788 // Sort the stats so that rerolling is easier... 810 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 811 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 812
813 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 814 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 815
799 stats.exp = 0; 816 stats.exp = 0;
800 stats.ac = 0; 817 stats.ac = 0;
801 818
802 stats.hp = stats.maxhp; 819 stats.hp = stats.maxhp;
814} 831}
815 832
816void 833void
817object::swap_stats (int a, int b) 834object::swap_stats (int a, int b)
818{ 835{
819 int tmp = get_attr_value (&contr->orig_stats, a); 836 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 837
838 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 839 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 840
831 //TODO: the following code looks so borked and should, at the very least, 841 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 842 // be merged with the similar code in roll_stats
833 stats.ac = 0; 843 stats.ac = 0;
834 844
865 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
868 * not the class. 878 * not the class.
869 */ 879 */
870int 880void
871key_change_class (object *op, char key) 881player::chargen_race_done ()
872{ 882{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 885
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 886 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 887 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, ob, 0, 0, 0);
885 889
886 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
888 892
889 op->contr->ns->state = ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
890 894
891 if (op->msg) 895 if (ob->msg)
892 op->msg = NULL; 896 ob->msg = 0;
893 897
894 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
895 * to save here. 899 * to save here.
896 */ 900 */
901 {
902 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 904 make_path_to_file (buf);
905 }
899 906
900 start_info (op); 907 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 909 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 910 link_player_skills (ob);
904 esrv_send_inventory (op, op); 911 esrv_send_inventory (ob, ob);
905 op->update_stats (); 912 ob->update_stats ();
906 913
907 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
908 * is one for this race 915 * is one for this race
909 */ 916 */
910 if (*first_map_ext_path) 917 if (*first_map_ext_path)
911 { 918 {
912 object *tmp; 919 object *tmp;
913 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
914 921
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 923 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
922 * default initial map */ 929 * default initial map */
923 tmp->destroy (); 930 tmp->destroy ();
924 } 931 }
925 else 932 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
934}
927 935
928 return 0; 936void
929 } 937player::chargen_race_next ()
930 938{
931 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
933 */ 941 */
934 942
935 tmp_loop = 0; 943 do
936 while (!tmp_loop)
937 { 944 {
938 shstr name = op->name; 945 shstr name = ob->name;
939 int x = op->x, y = op->y; 946 int x = ob->x, y = ob->y;
940 947
941 op->remove_statbonus (); 948 ob->remove_statbonus ();
942 op->remove (); 949 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 950 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 951 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 952 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 953 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 954 ob->name = ob->name_pl = name;
948 op->x = x; 955 ob->x = x;
949 op->y = y; 956 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 959 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 960 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 961 }
962 while (!allowed_class (ob));
956 963
957 update_object (op, UP_OBJ_FACE); 964 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 966 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 967 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 968 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 969 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 970}
970 971
971void 972void
972flee_player (object *op) 973flee_player (object *op)
973{ 974{
1020 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1023 op->enemy = NULL;
1023} 1024}
1024 1025
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1028 * stop.
1029 */ 1029 */
1030int 1030int
1031check_pick (object *op) 1031check_pick (object *op)
1032{ 1032{
1470 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1471 * op = the shooter
1472 * type = bow->race 1472 * type = bow->race
1473 * dir = fire direction 1473 * dir = fire direction
1474 */ 1474 */
1475
1476object * 1475object *
1477pick_arrow_target (object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1478{ 1477{
1479 object *tmp = NULL; 1478 object *tmp = NULL;
1480 maptile *m; 1479 maptile *m;
1545 */ 1544 */
1546int 1545int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1547{
1549 object *left, *bow; 1548 object *left, *bow;
1550 int bowspeed, mflags; 1549 int mflags;
1551 maptile *m; 1550 maptile *m;
1552 1551
1553 if (!dir) 1552 if (!dir)
1554 { 1553 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1555 return 0;
1557 } 1556 }
1558 1557
1559 if (op->type == PLAYER) 1558 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1559 bow = op->current_weapon;
1561 else 1560 else
1562 { 1561 {
1563 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1564 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1569 if (!bow)
1571 { 1570 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1572 return 0;
1574 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1575 } 1582 }
1576 1583
1577 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1578 { 1585 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1587 return 0;
1581 } 1588 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1589
1592 if (arrow == NULL) 1590 if (arrow == NULL)
1593 { 1591 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1593 {
1596 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1597 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1601 return 0; 1600 return 0;
1602 } 1601 }
1603 } 1602 }
1604 1603
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1628
1630 arrow->set_owner (op); 1629 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1630 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1631 arrow->direction = dir;
1633 1632
1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1634 arrow->stats.hp = arrow->stats.dam;
1635 arrow->stats.grace = arrow->attacktype;
1636
1637 if (arrow->slaying)
1638 arrow->spellarg = strdup (arrow->slaying);
1639
1640 if (player *pl = op->contr)
1641 {
1642 if (!pl->has_hit)
1643 {
1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1662 /* update the speed */
1663 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1664 + bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 2.0));
1667 arrow->speed_left = 0;
1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670
1634 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1635 { 1672 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1674 wc -= dex_bonus[op->stats.Dex];
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1667 } 1680 }
1668 else 1681 else
1669 { 1682 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1683 arrow->level = op->level;
1672 } 1684 arrow->stats.wc -= bow->magic;
1673 1685
1674 if (arrow->attacktype == AT_PHYSICAL) 1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1675 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1690 }
1676 1691
1677 if (bow->slaying) 1692 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1698
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1700 m->insert (arrow, sx, sy, op);
1709{ 1725{
1710 int ret = 0, wcmod = 0; 1726 int ret = 0, wcmod = 0;
1711 1727
1712 if (op->contr->bowtype == bow_bestarrow) 1728 if (op->contr->bowtype == bow_bestarrow)
1713 { 1729 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1731 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1733 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1735 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1745 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1746 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1750 }
1736 else 1751 else
1737 { 1752 {
1738 /* Simple case */ 1753 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1755 }
1756
1741 return ret; 1757 return ret;
1742} 1758}
1743
1744 1759
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1747 */ 1762 */
1748void 1763void
1749fire_misc_object (object *op, int dir) 1764fire_misc_object (object *op, int dir)
1750{ 1765{
1751 object *item; 1766 object *item = op->contr->ranged_ob;
1752 1767
1753 if (!op->contr->ranges[range_misc]) 1768 if (!item)
1754 { 1769 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1771 return;
1757 } 1772 }
1758 1773
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1774 if (!item->inv)
1761 { 1775 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1777 return;
1764 } 1778 }
1779
1780 if (!op->change_weapon (item))
1781 return;
1782
1765 if (item->type == WAND) 1783 if (item->type == WAND)
1766 { 1784 {
1767 if (item->stats.food <= 0) 1785 if (item->stats.food <= 0)
1768 { 1786 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1771 return; 1790 return;
1772 } 1791 }
1773 } 1792 }
1774 else if (item->type == ROD || item->type == HORN) 1793 else if (item->type == ROD || item->type == HORN)
1775 { 1794 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1796 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1779 if (item->type == ROD) 1799 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1801 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1783 return; 1804 return;
1784 } 1805 }
1785 } 1806 }
1786 1807
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1839
1819 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1841 if (action_makes_visible (op))
1821 make_visible (op); 1842 make_visible (op);
1822 1843
1823 switch (op->contr->shoottype) 1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1824 { 1847 {
1825 case range_none: 1848 control_golem (op->contr->golem, dir);
1826 return; 1849 return;
1850 }
1827 1851
1828 case range_bow: 1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 if (!op->change_weapon (ob))
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
1829 player_fire_bow (op, dir); 1863 player_fire_bow (op, dir);
1830 return; 1864 break;
1831 1865
1832 case range_magic: /* Casting spells */ 1866 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1868 break;
1835 1869
1836 case range_misc: 1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1877
1878 default:
1837 fire_misc_object (op, dir); 1879 fire_misc_object (op, dir);
1838 return; 1880 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1881 }
1867} 1882}
1868 1883
1869/* find_key 1884/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1885 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1985 if (key)
1971 { 1986 {
1972 object *container = key->env; 1987 object *container = key->env;
1973 1988
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990
1975 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
1976 make_visible (op); 1992 make_visible (op);
1993
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1995 spring_trap (door->inv, op);
1979 1996
1980 if (door->type == DOOR) 1997 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2028 */
2012void 2029void
2013move_player_attack (object *op, int dir) 2030move_player_attack (object *op, int dir)
2014{ 2031{
2015 object *tmp, *mon; 2032 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2033 int on_battleground;
2018 maptile *m; 2034 maptile *m;
2019 2035
2020 nx = freearr_x[dir] + op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2022 2038
2023 on_battleground = op_on_battleground (op, 0, 0); 2039 on_battleground = op_on_battleground (op, 0, 0);
2024 2040
2025 /* If braced, or can't move to the square, and it is not out of the 2041 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2042 * map, attack it. Note order of if statement is important - don't
2091 2107
2092 /* If the creature is a pet, push it even if the player is not 2108 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2109 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2095 */ 2111 */
2096 if ((op->type == PLAYER) 2112 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2113 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2115 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2117 {
2106 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2119 if (op->contr->braced)
2108 return; 2120 return;
2109 2121
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide) 2124 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2125 make_visible (op);
2114 2126
2115 return; 2127 return;
2116 } 2128 }
2118 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2133 * attack them either.
2122 */ 2134 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2136 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2137 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2139 && !on_battleground))
2134 { 2140 {
2135 if (!op->contr->braced) 2141 if (!op->contr->braced)
2136 { 2142 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2161 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2168 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2171 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit) 2172 if (!op->contr->has_hit)
2173 { 2173 {
2174 op->contr->has_hit = 1;
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2175 op->speed_left += op->contr->weapon_sp - op->speed;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 } 2176 }
2178 2177
2179 skill_attack (mon, op, 0, 0, 0); 2178 skill_attack (mon, op, 0, 0, 0);
2180 2179
2181 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2259handle_newcs_player (object *op) 2258handle_newcs_player (object *op)
2260{ 2259{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2261 {
2263 flee_player (op); 2262 flee_player (op);
2263
2264 /* 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 */
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (op->flag [FLAG_SCARED])
2266 { 2266 {
2267 op->speed_left--; 2267 --op->speed_left;
2268 return 0; 2268 return 0;
2269 } 2269 }
2270 } 2270 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2271
2280 /* call this here - we also will call this in do_ericserver, but 2272 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2274 * called, so we recheck it here.
2283 */ 2275 */
2284 if (op->contr->ns->handle_command ()) 2276 if (op->contr->ns->handle_command ())
2285 return 1; 2277 return 1;
2286 2278
2287 if (op->speed_left > 0) 2279 if (op->speed_left > 0.f)
2288 { 2280 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 { 2282 {
2291 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--; 2284 --op->speed_left;
2293 2285
2294 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2297 */ 2289 */
2298 move_player (op, op->direction); 2290 move_player (op, op->direction);
2299 2291
2300 return op->speed_left > 0; 2292 return op->speed_left > 0.f;
2301 } 2293 }
2302 } 2294 }
2303 2295
2304 return 0; 2296 return 0;
2305} 2297}
2438 make_visible (op); 2430 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2432 }
2441 } 2433 }
2442 2434
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447
2448 if (op->contr->ns->state == ST_PLAYING) 2435 if (op->contr->ns->state == ST_PLAYING)
2449 { 2436 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2452 if (op->contr->gen_hp >= 0) 2439 if (op->contr->gen_hp >= 0)
2472 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 } 2461 }
2475 2462
2476 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2464 if (!op->contr->golem && --op->last_sp < 0)
2478 { 2465 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp) 2467 if (op->stats.sp < op->stats.maxsp)
2481 { 2468 {
2482 op->stats.sp++; 2469 op->stats.sp++;
2580 } 2567 }
2581 2568
2582 /* Digestion */ 2569 /* Digestion */
2583 if (--op->last_eat < 0) 2570 if (--op->last_eat < 0)
2584 { 2571 {
2585#ifdef COZY_SERVER
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2573
2592 if (op->contr->gen_hp > 0) 2574 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2594 else 2576 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2940 object *force; 2922 object *force;
2941 int at; 2923 int at;
2942 2924
2943 force = get_archetype (FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2927 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2928 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2930 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2932 force->resist[at] = 100;
2951 2933
3517 * not readied. 3499 * not readied.
3518 */ 3500 */
3519void 3501void
3520player_unready_range_ob (player *pl, object *ob) 3502player_unready_range_ob (player *pl, object *ob)
3521{ 3503{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3506
3507 if (pl->combat_ob == ob)
3508 pl->combat_ob = 0;
3509
3523 if (pl->ranges[i] == ob) 3510 if (pl->ranged_ob == ob)
3524 {
3525 pl->ranges[i] = 0; 3511 pl->ranged_ob = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 }
3529} 3512}
3530 3513
3531sint8 3514sint8
3532player::visibility_at (maptile *map, int x, int y) const 3515player::visibility_at (maptile *map, int x, int y) const
3533{ 3516{

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