ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 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>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 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 */ 128 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 */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 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); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
194 return; 199 return;
195 200
196 terminate_all_pets (ob); 201 terminate_all_pets (ob);
197 remove_friendly_object (ob); 202 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
199 ob->remove (); 208 ob->remove ();
200 ob->map = 0; 209 ob->map = 0;
210 party = 0;
201 211
202 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 213
205 players.erase (this); 214 players.erase (this);
206} 215}
207 216
208// connect the player with a specific client 217// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
210void 219void
211player::connect (client *ns) 220player::connect (client *ns)
212{ 221{
213 this->ns = ns; 222 this->ns = ns;
214 ns->pl = this; 223 ns->pl = this;
215 224
216 run_on = 0; 225 run_on = 0;
217 fire_on = 0; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
218 228
219 ns->update_look = 0; 229 ns->update_look = 0;
220 ns->look_position = 0; 230 ns->look_position = 0;
221 231
222 clear_los (ob); 232 clear_los (ob);
225 235
226 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
229 239
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 241 link_player_skills (ob);
235 242
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 244
238 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 246
250 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
252 { 249 {
253 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
267 264
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 266
270 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
271 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
272 ob->update_stats (); 285 ob->update_stats ();
273 ns->floorbox_update (); 286 ns->floorbox_update ();
274 287
275 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
293 if (active) 306 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 308
296 INVOKE_PLAYER (DISCONNECT, this); 309 INVOKE_PLAYER (DISCONNECT, this);
297 310
311 ns->reset_stats ();
298 ns->pl = 0; 312 ns->pl = 0;
299 this->ns = 0; 313 ns = 0;
300 } 314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
301 318
302 deactivate (); 319 deactivate ();
303} 320}
304 321
305// the need for this function can be explained 322// the need for this function can be explained
306// by load_object not returning the object 323// by load_object not returning the object
307void 324void
308player::set_object (object *op) 325player::set_object (object *op)
309{ 326{
310 ob = op; 327 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
312 329
313 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 331 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 333}
321 334
322player::player () 335player::player ()
323{ 336{
324 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 338 * we deal with that below this point.
326 */ 339 */
327 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
329 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
330 343
331 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
332 345
333 gen_sp_armour = 10; 346 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 347 bowtype = bow_normal;
336 petmode = pet_normal; 348 petmode = pet_normal;
337 listening = 10; 349 listening = 10;
338 usekeys = containers; 350 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
368player::create () 380player::create ()
369{ 381{
370 player *pl = new player; 382 player *pl = new player;
371 383
372 pl->set_object (arch_to_object (get_player_archetype (0))); 384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
373 set_first_map (pl->ob); 390 set_first_map (pl->ob);
374 391
375 return pl; 392 return pl;
376} 393}
377 394
523 x = mon->x; 540 x = mon->x;
524 y = mon->y; 541 y = mon->y;
525 m = mon->map; 542 m = mon->map;
526 dir = rv.direction; 543 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
529 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 548 if (diff > max)
531 return 0; 549 return 0;
550
532 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
533 { 552 {
534 lastx = x; 553 lastx = x;
535 lasty = y; 554 lasty = y;
536 lastmap = m; 555 lastmap = m;
618 max--; 637 max--;
619 lastdir = dir; 638 lastdir = dir;
620 if (!firstdir) 639 if (!firstdir)
621 firstdir = dir; 640 firstdir = dir;
622 } 641 }
642
623 if (diff <= 1) 643 if (diff <= 1)
624 { 644 {
625 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 646 * headed toward player for entire distance.
627 */ 647 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 650 }
651
631 if (diff > max) 652 if (diff > max)
632 return 0; 653 return 0;
633 } 654 }
655
634 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
635 if (!max) 657 if (!max)
636 return 0; 658 return 0;
637 659
638 return firstdir; 660 return firstdir;
752roll_stat (void) 774roll_stat (void)
753{ 775{
754 int a[4], i, j, k; 776 int a[4], i, j, k;
755 777
756 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
758 780
759 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 782 if (a[i] < k)
761 k = a[i], j = i; 783 k = a[i], j = i;
762 784
768} 790}
769 791
770void 792void
771object::roll_stats () 793object::roll_stats ()
772{ 794{
773 int statsort [7]; 795 int statsort [NUM_STATS];
774 796
775 for (;;) 797 for (;;)
776 { 798 {
777 int sum = 0; 799 int sum = 0;
778 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
780 802
781 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
782 break; 804 break;
783 } 805 }
784 806
785 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 809
810 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 812
796 stats.exp = 0; 813 stats.exp = 0;
797 stats.ac = 0; 814 stats.ac = 0;
798 815
799 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
811} 828}
812 829
813void 830void
814object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
815{ 832{
816 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 834
835 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 837
828 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
830 stats.ac = 0; 840 stats.ac = 0;
831 841
862 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
865 * not the class. 875 * not the class.
866 */ 876 */
867int 877void
868key_change_class (object *op, char key) 878player::chargen_race_done ()
869{ 879{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 882
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 884 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
882 886
883 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
885 889
886 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
887 891
888 if (op->msg) 892 if (ob->msg)
889 op->msg = NULL; 893 ob->msg = 0;
890 894
891 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
892 * to save here. 896 * to save here.
893 */ 897 */
898 {
899 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
896 903
897 start_info (op); 904 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 907 link_player_skills (ob);
901 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
902 op->update_stats (); 909 ob->update_stats ();
903 910
904 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
905 * is one for this race 912 * is one for this race
906 */ 913 */
907 if (*first_map_ext_path) 914 if (*first_map_ext_path)
908 { 915 {
909 object *tmp; 916 object *tmp;
910 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
911 918
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create (); 920 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
919 * default initial map */ 926 * default initial map */
920 tmp->destroy (); 927 tmp->destroy ();
921 } 928 }
922 else 929 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
924 932
925 return 0; 933void
926 } 934player::chargen_race_next ()
927 935{
928 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
930 */ 938 */
931 939
932 tmp_loop = 0; 940 do
933 while (!tmp_loop)
934 { 941 {
935 shstr name = op->name; 942 shstr name = ob->name;
936 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
937 944
938 op->remove_statbonus (); 945 ob->remove_statbonus ();
939 op->remove (); 946 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 949 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
945 op->x = x; 952 ob->x = x;
946 op->y = y; 953 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 957 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 958 }
959 while (!allowed_class (ob));
953 960
954 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 963 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 966 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 967}
967 968
968void 969void
969flee_player (object *op) 970flee_player (object *op)
970{ 971{
1017 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1020 op->enemy = NULL;
1020} 1021}
1021 1022
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 1025 * stop.
1026 */ 1026 */
1027int 1027int
1028check_pick (object *op) 1028check_pick (object *op)
1029{ 1029{
1030 object *tmp, *next; 1030 object *tmp, *next;
1031 int stop = 0; 1031 int stop = 0;
1032 int j, k, wvratio; 1032 int wvratio;
1033 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1034 1034
1035 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1037 return 1; 1037 return 1;
1038 1038
1375 * found object is returned. 1375 * found object is returned.
1376 */ 1376 */
1377object * 1377object *
1378find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1379{ 1379{
1380 object *tmp = NULL; 1380 object *tmp = 0;
1381 1381
1382 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1386 return op; 1386 return op;
1387
1387 return tmp; 1388 return tmp;
1388} 1389}
1389 1390
1390/* 1391/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1396 */
1396
1397object * 1397object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1399{
1400 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1467 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1468 * op = the shooter
1469 * type = bow->race 1469 * type = bow->race
1470 * dir = fire direction 1470 * dir = fire direction
1471 */ 1471 */
1472
1473object * 1472object *
1474pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1475{ 1474{
1476 object *tmp = NULL; 1475 object *tmp = NULL;
1477 maptile *m; 1476 maptile *m;
1542 */ 1541 */
1543int 1542int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1544{
1546 object *left, *bow; 1545 object *left, *bow;
1547 int bowspeed, mflags; 1546 int mflags;
1548 maptile *m; 1547 maptile *m;
1549 1548
1550 if (!dir) 1549 if (!dir)
1551 { 1550 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1552 return 0;
1554 } 1553 }
1555 1554
1556 if (op->type == PLAYER) 1555 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1558 else 1557 else
1559 { 1558 {
1560 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1566 if (!bow)
1568 { 1567 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1569 return 0;
1571 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1572 } 1579 }
1573 1580
1574 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1575 { 1582 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1584 return 0;
1578 } 1585 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1586
1589 if (arrow == NULL) 1587 if (arrow == NULL)
1590 { 1588 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1590 {
1593 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1594 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1598 return 0; 1597 return 0;
1599 } 1598 }
1600 } 1599 }
1601 1600
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1625
1627 arrow->set_owner (op); 1626 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1628 arrow->direction = dir;
1630 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1631 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1632 { 1669 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1664 } 1677 }
1665 else 1678 else
1666 { 1679 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1680 arrow->level = op->level;
1669 } 1681 arrow->stats.wc -= bow->magic;
1670 1682
1671 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1672 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1673 1688
1674 if (bow->slaying) 1689 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1695
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1706{ 1722{
1707 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1708 1724
1709 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1710 { 1726 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1728 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1730 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1732 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1743 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1747 }
1733 else 1748 else
1734 { 1749 {
1735 /* Simple case */ 1750 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1752 }
1753
1738 return ret; 1754 return ret;
1739} 1755}
1740
1741 1756
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1744 */ 1759 */
1745void 1760void
1746fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1747{ 1762{
1748 object *item; 1763 object *item = op->contr->ranged_ob;
1749 1764
1750 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1751 { 1766 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1768 return;
1754 } 1769 }
1755 1770
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1771 if (!item->inv)
1758 { 1772 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1774 return;
1761 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1762 if (item->type == WAND) 1780 if (item->type == WAND)
1763 { 1781 {
1764 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1765 { 1783 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1768 return; 1787 return;
1769 } 1788 }
1770 } 1789 }
1771 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1772 { 1791 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1793 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1776 if (item->type == ROD) 1796 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1798 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1780 return; 1801 return;
1781 } 1802 }
1782 } 1803 }
1783 1804
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1815 1836
1816 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1818 make_visible (op); 1839 make_visible (op);
1819 1840
1820 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1821 { 1844 {
1822 case range_none: 1845 control_golem (op->contr->golem, dir);
1823 return; 1846 return;
1847 }
1824 1848
1825 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1826 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1827 return; 1861 break;
1828 1862
1829 case range_magic: /* Casting spells */ 1863 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1865 break;
1832 1866
1833 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1834 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1835 return; 1877 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1878 }
1864} 1879}
1865
1866
1867 1880
1868/* find_key 1881/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1886 * pl is the player,
1874 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1877 */ 1890 */
1878
1879object * 1891object *
1880find_key (object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1881{ 1893{
1882 object *tmp, *key; 1894 object *tmp, *key;
1883 1895
1884 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1897 if (!container->inv)
1886 return NULL; 1898 return 0;
1887 1899
1888 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1902 {
1891 if (door->type == DOOR && tmp->type == KEY) 1903 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1904 break;
1893 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1895 */ 1907 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1909 break;
1898 } 1910 }
1911
1899 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1915 * a key, return
1903 */ 1916 */
1904 if (!tmp) 1917 if (!tmp)
1905 { 1918 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1920 {
1908 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1922 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1923 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1924 if ((key = find_key (pl, tmp, door)))
1912 return key; 1925 return key;
1913 } 1926 }
1914 } 1927 }
1928
1915 if (!tmp) 1929 if (!tmp)
1916 return NULL; 1930 return NULL;
1917 } 1931 }
1932
1918 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1934 * see if we actually want to use it
1920 */ 1935 */
1921 if (pl != container) 1936 if (pl != container)
1922 { 1937 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1960 return NULL;
1946 } 1961 }
1947 } 1962 }
1963
1948 return tmp; 1964 return tmp;
1949} 1965}
1950 1966
1951/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1966 if (key) 1982 if (key)
1967 { 1983 {
1968 object *container = key->env; 1984 object *container = key->env;
1969 1985
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1971 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1972 make_visible (op); 1989 make_visible (op);
1990
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1993
1975 if (door->type == DOOR) 1994 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
1980 { 1997 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982 remove_door2 (door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1983 } 2000 }
2001
1984 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
1987 if (container != op) 2005 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
1989 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
1990 } 2009 }
1991 else if (door->type == LOCKED_DOOR) 2010 else if (door->type == LOCKED_DOOR)
1992 { 2011 {
1993 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2014 return 1;
1996 } 2015 }
2016
1997 return 0; 2017 return 0;
1998} 2018}
1999 2019
2000/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2005 */ 2025 */
2006void 2026void
2007move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2008{ 2028{
2009 object *tmp, *mon; 2029 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2030 int on_battleground;
2012 maptile *m; 2031 maptile *m;
2013 2032
2014 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2016 2035
2017 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2018 2037
2019 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2085 2104
2086 /* If the creature is a pet, push it even if the player is not 2105 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2106 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2107 * player owns it and it is either friendly or unagressive.
2089 */ 2108 */
2090 if ((op->type == PLAYER) 2109 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2110 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2111 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2112 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2114 {
2100 /* If we're braced, we don't want to switch places with it */ 2115 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2116 if (op->contr->braced)
2102 return; 2117 return;
2103 2118
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2122 make_visible (op);
2108 2123
2109 return; 2124 return;
2110 } 2125 }
2112 /* in certain circumstances, you shouldn't attack friendly 2127 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2128 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2129 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2130 * attack them either.
2116 */ 2131 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2132 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2134 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2136 && !on_battleground))
2128 { 2137 {
2129 if (!op->contr->braced) 2138 if (!op->contr->braced)
2130 { 2139 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2155 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2165 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2168 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) 2169 if (!op->contr->has_hit)
2167 { 2170 {
2171 op->contr->has_hit = 1;
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 } 2173 }
2172 2174
2173 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2174 2176
2175 /* If attacking another player, that player gets automatic 2177 /* If attacking another player, that player gets automatic
2207 return 0; 2209 return 0;
2208 } 2210 }
2209 2211
2210 /* peterm: added following line */ 2212 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2215
2214 op->facing = dir; 2216 op->facing = dir;
2215 2217
2216 if (op->hide) 2218 if (op->hide)
2217 do_hidden_move (op); 2219 do_hidden_move (op);
2250 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2251 */ 2253 */
2252int 2254int
2253handle_newcs_player (object *op) 2255handle_newcs_player (object *op)
2254{ 2256{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2258 {
2277 flee_player (op); 2259 flee_player (op);
2260
2278 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2262 if (op->flag [FLAG_SCARED])
2280 { 2263 {
2281 op->speed_left--; 2264 --op->speed_left;
2282 return 0; 2265 return 0;
2283 } 2266 }
2284 } 2267 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2268
2294 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2271 * called, so we recheck it here.
2297 */ 2272 */
2298 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2299 return 1; 2274 return 1;
2300 2275
2301 if (op->speed_left > 0) 2276 if (op->speed_left > 0.f)
2302 { 2277 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 { 2279 {
2305 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--; 2281 --op->speed_left;
2307 2282
2308 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2311 */ 2286 */
2312 move_player (op, op->direction); 2287 move_player (op, op->direction);
2313 2288
2314 return op->speed_left > 0; 2289 return op->speed_left > 0.f;
2315 } 2290 }
2316 } 2291 }
2317 2292
2318 return 0; 2293 return 0;
2319} 2294}
2358 * from. 2333 * from.
2359 */ 2334 */
2360void 2335void
2361remove_unpaid_objects (object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2362{ 2337{
2363 object *next;
2364
2365 while (op) 2338 while (op)
2366 { 2339 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2341
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2408 int rate_grace = 2000;
2436 const int max_hp = 1; 2409 const int max_hp = 1;
2437 const int max_sp = 1; 2410 const int max_sp = 1;
2438 const int max_grace = 1; 2411 const int max_grace = 1;
2439 2412
2440 if (op->contr->outputs_sync) 2413 if (op->contr->hidden)
2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2441 { 2422 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2424 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2445 } 2430 }
2446 2431
2447 if (op->contr->ns->state == ST_PLAYING) 2432 if (op->contr->ns->state == ST_PLAYING)
2448 { 2433 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2458 }
2474 2459
2475 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2462 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp) 2464 if (op->stats.sp < op->stats.maxsp)
2480 { 2465 {
2481 op->stats.sp++; 2466 op->stats.sp++;
2579 } 2564 }
2580 2565
2581 /* Digestion */ 2566 /* Digestion */
2582 if (--op->last_eat < 0) 2567 if (--op->last_eat < 0)
2583 { 2568 {
2584#ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2570
2591 if (op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593 else 2573 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2699 tmp->name = buf; 2679 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2683 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2686 tmp->insert_at (op, tmp);
2707 } 2687 }
2708 2688
2709 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2889
2910 /* 2890 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2891 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2892 * and put them back in the map.
2914 */ 2893 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2918 2895
2919 /****************************************/ 2896 /****************************************/
2920 /* */ 2897 /* */
2921 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2942 object *force; 2919 object *force;
2943 int at; 2920 int at;
2944 2921
2945 force = get_archetype (FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2924 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2925 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2927 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2929 force->resist[at] = 100;
2953 2930
2962void 2939void
2963loot_object (object *op) 2940loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
2966 2943
2967 if (op->container) 2944 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2945
2970 for (tmp = op->inv; tmp; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
2971 { 2947 {
2972 next = tmp->below; 2948 next = tmp->below;
2973 2949
2974 if (tmp->invisible) 2950 if (tmp->invisible)
2975 continue; 2951 continue;
2976 2952
2977 tmp->remove (); 2953 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
2979 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2958
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2960 {
2985 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
2986 { 2962 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2964 tmp2->destroy ();
2999/* 2975/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2978 * was changed.
3003 */ 2979 */
3004
3005void 2980void
3006fix_weight (void) 2981fix_weight (void)
3007{ 2982{
3008 for_all_players (pl) 2983 for_all_players (pl)
3009 { 2984 {
3069 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3070 { 3045 {
3071 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3073 } 3048 }
3049
3074 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3075} 3051}
3076 3052
3077int 3053int
3078is_true_undead (object *op) 3054is_true_undead (object *op)
3079{ 3055{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3057 return 1;
3084 3058
3085 return 0; 3059 return 0;
3086} 3060}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3349 int i = 0, j = 0;
3376 3350
3377 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3386 3360
3387 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3388 return; 3362 return;
3389 3363
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3496 * not readied.
3523 */ 3497 */
3524void 3498void
3525player_unready_range_ob (player *pl, object *ob) 3499player_unready_range_ob (player *pl, object *ob)
3526{ 3500{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3503
3504 if (pl->combat_ob == ob)
3505 pl->combat_ob = 0;
3506
3528 if (pl->ranges[i] == ob) 3507 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3508 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines