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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 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 */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
201 ob->map = 0; 188 ob->map = 0;
189 party = 0;
202 190
203 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 192
206 players.erase (this); 193 players.erase (this);
207} 194}
208 195
209// connect the player with a specific client 196// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
211void 198void
212player::connect (client *ns) 199player::connect (client *ns)
213{ 200{
214 this->ns = ns; 201 this->ns = ns;
215 ns->pl = this; 202 ns->pl = this;
216 203
217 run_on = 0; 204 run_on = 0;
218 fire_on = 0; 205 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
220 207
221 ns->update_look = 0; 208 ns->update_look = 0;
222 ns->look_position = 0; 209 ns->look_position = 0;
223 210
224 clear_los (ob); 211 clear_los (this);
225 212
226 ns->reset_stats (); 213 ns->reset_stats ();
227 214
228 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234 218
235 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 220 link_player_skills (ob);
237 221
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 223
240 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 225
252 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
254 { 228 {
255 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
256 230
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 234 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 236 skin = tmp;
266 237
267 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
268 } 239 }
269 240
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 242
272 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
273 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 270 ob->update_stats ();
271
275 ns->floorbox_update (); 272 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
279 275
280 activate (); 276 activate ();
281 277
297 293
298 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
299 295
300 ns->reset_stats (); 296 ns->reset_stats ();
301 ns->pl = 0; 297 ns->pl = 0;
302 this->ns = 0; 298 ns = 0;
303 } 299 }
304 300
301 if (ob)
305 ob->container = 0; //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate (); 306 deactivate ();
307} 307}
308 308
309// the need for this function can be explained 309// the need for this function can be explained
310// by load_object not returning the object 310// by load_object not returning the object
311void 311void
312player::set_object (object *op) 312player::set_object (object *op)
313{ 313{
314 ob = op; 314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
316 316
317 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 318 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 319
319 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2; 321}
321 ob->run_away = 25; /* Then we panick... */
322 322
323 ob->roll_stats (); 323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
324} 328}
325 329
326player::player () 330player::player ()
327{ 331{
328 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 333 * we deal with that below this point.
330 */ 334 */
331 outputs_sync = 16; /* Every 2 seconds */ 335 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 336 outputs_count = 4;
333 unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
334 338
335 savebed_map = first_map_path; /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
336 340
337 gen_sp_armour = 10; 341 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 342 bowtype = bow_normal;
340 petmode = pet_normal; 343 petmode = pet_normal;
341 listening = 10; 344 listening = 10;
342 usekeys = containers; 345 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
344 do_los = 1; 347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
345} 351}
346 352
347void 353void
348player::do_destroy () 354player::do_destroy ()
349{ 355{
354 if (ob) 360 if (ob)
355 { 361 {
356 ob->destroy_inv (false); 362 ob->destroy_inv (false);
357 ob->destroy (); 363 ob->destroy ();
358 } 364 }
365
366 ob = observe = 0;
359} 367}
360 368
361player::~player () 369player::~player ()
362{ 370{
363 /* Clear item stack */ 371 /* Clear item stack */
372player::create () 380player::create ()
373{ 381{
374 player *pl = new player; 382 player *pl = new player;
375 383
376 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
377 set_first_map (pl->ob); 390 set_first_map (pl->ob);
378 391
379 return pl; 392 return pl;
380} 393}
381 394
385 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
386 */ 399 */
387archetype * 400archetype *
388get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
389{ 402{
390 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
391 404
392 for (;;) 405 for (;;)
393 { 406 {
394 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
395 at = first_archetype; 408 i = archetypes.begin ();
396 else 409 else if (*i == at)
397 at = at->next; 410 cleanup ("not a single player archetype found");
398 411
399 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
400 return at; 413 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 414 }
408} 415}
409 416
410object * 417object *
411get_nearest_player (object *mon) 418get_nearest_player (object *mon)
527 x = mon->x; 534 x = mon->x;
528 y = mon->y; 535 y = mon->y;
529 m = mon->map; 536 m = mon->map;
530 dir = rv.direction; 537 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
533 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 542 if (diff > max)
535 return 0; 543 return 0;
544
536 while (diff > 1 && max > 0) 545 while (diff > 1 && max > 0)
537 { 546 {
538 lastx = x; 547 lastx = x;
539 lasty = y; 548 lasty = y;
540 lastmap = m; 549 lastmap = m;
622 max--; 631 max--;
623 lastdir = dir; 632 lastdir = dir;
624 if (!firstdir) 633 if (!firstdir)
625 firstdir = dir; 634 firstdir = dir;
626 } 635 }
636
627 if (diff <= 1) 637 if (diff <= 1)
628 { 638 {
629 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 640 * headed toward player for entire distance.
631 */ 641 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 644 }
645
635 if (diff > max) 646 if (diff > max)
636 return 0; 647 return 0;
637 } 648 }
649
638 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
639 if (!max) 651 if (!max)
640 return 0; 652 return 0;
641 653
642 return firstdir; 654 return firstdir;
772} 784}
773 785
774void 786void
775object::roll_stats () 787object::roll_stats ()
776{ 788{
777 int statsort [7]; 789 int statsort [NUM_STATS];
778 790
779 for (;;) 791 for (;;)
780 { 792 {
781 int sum = 0; 793 int sum = 0;
782 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
784 796
785 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
786 break; 798 break;
787 } 799 }
788 800
789 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 803
804 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 806
800 stats.exp = 0; 807 stats.exp = 0;
801 stats.ac = 0; 808 stats.ac = 0;
802 809
803 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
815} 822}
816 823
817void 824void
818object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
819{ 826{
820 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 828
829 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 831
832 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
834 stats.ac = 0; 834 stats.ac = 0;
835 835
866 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
869 * not the class. 869 * not the class.
870 */ 870 */
871int 871void
872key_change_class (object *op, char key) 872player::chargen_race_done ()
873{ 873{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 876
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 877 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 878 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 879 create_treasure (tl, ob, 0, 0, 0);
886 880
887 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
889 883
890 op->contr->ns->state = ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
891 885
892 if (op->msg) 886 if (ob->msg)
893 op->msg = NULL; 887 ob->msg = 0;
894 888
895 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
896 * to save here. 890 * to save here.
897 */ 891 */
892 {
893 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 895 make_path_to_file (buf);
896 }
900 897
901 start_info (op); 898 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 899 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 900 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 901 link_player_skills (ob);
905 esrv_send_inventory (op, op); 902 esrv_send_inventory (ob, ob);
906 op->update_stats (); 903 ob->update_stats ();
907 904
908 /* This moves the player to a different start map, if there 905 /* This moves the player to a different start map, if there
909 * is one for this race 906 * is one for this race
910 */ 907 */
911 if (*first_map_ext_path) 908 if (*first_map_ext_path)
912 { 909 {
913 object *tmp; 910 object *tmp;
914 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
915 912
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create (); 914 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 916 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 917 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 919 * if the map isn't there, then stay on the
923 * default initial map */ 920 * default initial map */
924 tmp->destroy (); 921 tmp->destroy ();
925 } 922 }
926 else 923 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
928 926
929 return 0; 927void
930 } 928player::chargen_race_next ()
931 929{
932 /* Following actually changes the race - this is the default command 930 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 931 * if we don't match with one of the options above.
934 */ 932 */
935 933
936 tmp_loop = 0; 934 do
937 while (!tmp_loop)
938 { 935 {
939 shstr name = op->name; 936 shstr name = ob->name;
940 int x = op->x, y = op->y; 937 int x = ob->x, y = ob->y;
941 938
942 op->remove_statbonus (); 939 ob->remove_statbonus ();
943 op->remove (); 940 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 941 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 942 ob->arch->copy_to (ob);
946 op->instantiate (); 943 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 945 ob->name = ob->name_pl = name;
949 op->x = x; 946 ob->x = x;
950 op->y = y; 947 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 951 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 952 }
953 while (!allowed_class (ob));
957 954
958 update_object (op, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 956 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 957 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 958 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 959 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 960 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 961}
971 962
972void 963void
973flee_player (object *op) 964flee_player (object *op)
974{ 965{
1021 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 1014 op->enemy = NULL;
1024} 1015}
1025 1016
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1019 * stop.
1030 */ 1020 */
1031int 1021int
1032check_pick (object *op) 1022check_pick (object *op)
1033{ 1023{
1034 object *tmp, *next; 1024 object *tmp, *next;
1035 int stop = 0; 1025 int stop = 0;
1036 int j, k, wvratio; 1026 int wvratio;
1037 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1038 1028
1039 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1041 return 1; 1031 return 1;
1042 1032
1110 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else 1103 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 1106
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 } 1108 }
1119 1109
1120 /* philosophy: 1110 /* philosophy:
1313 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1305 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1317 { 1307 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1320 { 1310 {
1321 pick_up (op, tmp); 1311 pick_up (op, tmp);
1322 continue; 1312 continue;
1323 } 1313 }
1324 } 1314 }
1325 1315
1326 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1327 { 1317 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1319 {
1330 pick_up (op, tmp); 1320 pick_up (op, tmp);
1331 continue; 1321 continue;
1332 } 1322 }
1333 } 1323 }
1358 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1359 { 1349 {
1360 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1361 } 1351 }
1362 else 1352 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366#endif 1356#endif
1367 continue; 1357 continue;
1368 } 1358 }
1379 * found object is returned. 1369 * found object is returned.
1380 */ 1370 */
1381object * 1371object *
1382find_arrow (object *op, const char *type) 1372find_arrow (object *op, const char *type)
1383{ 1373{
1384 object *tmp = NULL; 1374 object *tmp = 0;
1385 1375
1386 for (op = op->inv; op; op = op->below) 1376 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1379 else if (op->type == ARROW && op->race == type)
1390 return op; 1380 return op;
1381
1391 return tmp; 1382 return tmp;
1392} 1383}
1393 1384
1394/* 1385/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1390 */
1400
1401object * 1391object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1393{
1404 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1438 else 1428 else
1439 { 1429 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1431 {
1442 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1435 {
1446 tmp = arrow; 1436 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1438 }
1449 } 1439 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1441 {
1452 tmp = arrow; 1442 tmp = arrow;
1471 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1462 * op = the shooter
1473 * type = bow->race 1463 * type = bow->race
1474 * dir = fire direction 1464 * dir = fire direction
1475 */ 1465 */
1476
1477object * 1466object *
1478pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1479{ 1468{
1480 object *tmp = NULL; 1469 object *tmp = NULL;
1481 maptile *m; 1470 maptile *m;
1546 */ 1535 */
1547int 1536int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1538{
1550 object *left, *bow; 1539 object *left, *bow;
1551 int bowspeed, mflags; 1540 int mflags;
1552 maptile *m; 1541 maptile *m;
1553 1542
1554 if (!dir) 1543 if (!dir)
1555 { 1544 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1546 return 0;
1558 } 1547 }
1559 1548
1560 if (op->type == PLAYER) 1549 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1550 bow = op->current_weapon;
1562 else 1551 else
1563 { 1552 {
1564 for (bow = op->inv; bow; bow = bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1555 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1560 if (!bow)
1572 { 1561 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1563 return 0;
1575 } 1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1576 } 1573 }
1577 1574
1578 if (!bow->race || !bow->skill) 1575 if (!bow->race || !bow->skill)
1579 { 1576 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1578 return 0;
1582 } 1579 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1580
1593 if (arrow == NULL) 1581 if (arrow == NULL)
1594 { 1582 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1584 {
1597 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1588 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1602 return 0; 1591 return 0;
1603 } 1592 }
1604 } 1593 }
1605 1594
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1619
1631 arrow->set_owner (op); 1620 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1622 arrow->direction = dir;
1634 1623
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631#if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1635 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1636 { 1658 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1668 } 1666 }
1669 else 1667 else
1670 { 1668 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1669 arrow->level = op->level;
1673 } 1670 arrow->stats.wc -= bow->magic;
1674 1671
1675 if (arrow->attacktype == AT_PHYSICAL) 1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1676 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1677 1677
1678 if (bow->slaying) 1678 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1684
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1686 m->insert (arrow, sx, sy, op);
1710{ 1711{
1711 int ret = 0, wcmod = 0; 1712 int ret = 0, wcmod = 0;
1712 1713
1713 if (op->contr->bowtype == bow_bestarrow) 1714 if (op->contr->bowtype == bow_bestarrow)
1714 { 1715 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1717 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1719 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1721 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1731 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1732 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1736 }
1737 else 1737 else
1738 { 1738 {
1739 /* Simple case */ 1739 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1741 }
1742
1742 return ret; 1743 return ret;
1743} 1744}
1744
1745 1745
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1748 */ 1748 */
1749void 1749void
1750fire_misc_object (object *op, int dir) 1750fire_misc_object (object *op, int dir)
1751{ 1751{
1752 object *item; 1752 object *item = op->contr->ranged_ob;
1753 1753
1754 if (!op->contr->ranges[range_misc]) 1754 if (!item)
1755 { 1755 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1757 return;
1758 } 1758 }
1759 1759
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1760 if (!item->inv)
1762 { 1761 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1763 return;
1765 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1766 if (item->type == WAND) 1769 if (item->type == WAND)
1767 { 1770 {
1768 if (item->stats.food <= 0) 1771 if (item->stats.food <= 0)
1769 { 1772 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1772 return; 1776 return;
1773 } 1777 }
1774 } 1778 }
1775 else if (item->type == ROD || item->type == HORN) 1779 else if (item->type == ROD || item->type == HORN)
1776 { 1780 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1782 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1780 if (item->type == ROD) 1785 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1787 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1784 return; 1790 return;
1785 } 1791 }
1786 } 1792 }
1787 1793
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 object *tmp; 1801 object *tmp;
1796 1802
1797 if (item->arch) 1803 if (item->arch)
1798 { 1804 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1801 item->set_speed (0); 1807 item->set_speed (0);
1802 } 1808 }
1803 1809
1804 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1805 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1810 } 1816 }
1811} 1817}
1812 1818
1813/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1814 */ 1820 */
1815void 1821bool
1816fire (object *op, int dir) 1822fire (object *op, int dir)
1817{ 1823{
1818 int spellcost = 0; 1824 int spellcost = 0;
1819 1825
1820 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1827 if (action_makes_visible (op))
1822 make_visible (op); 1828 make_visible (op);
1823 1829
1824 switch (op->contr->shoottype) 1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1825 { 1836 }
1826 case range_none:
1827 return;
1828 1837
1829 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1830 player_fire_bow (op, dir); 1854 player_fire_bow (op, dir);
1831 return; 1855 break;
1832 1856
1833 case range_magic: /* Casting spells */ 1857 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1859 break;
1836 1860
1837 case range_misc: 1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1838 fire_misc_object (op, dir); 1870 fire_misc_object (op, dir);
1839 return; 1871 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1872 }
1868}
1869 1873
1870 1874 return true;
1875}
1871 1876
1872/* find_key 1877/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1878 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1879 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1882 * pl is the player,
1878 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1881 */ 1886 */
1882
1883object * 1887object *
1884find_key (object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1885{ 1889{
1886 object *tmp, *key; 1890 object *tmp, *key;
1887 1891
1888 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1893 if (!container->inv)
1890 return NULL; 1894 return 0;
1891 1895
1892 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1898 {
1895 if (door->type == DOOR && tmp->type == KEY) 1899 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1900 break;
1897 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1899 */ 1903 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1905 break;
1902 } 1906 }
1907
1903 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1911 * a key, return
1907 */ 1912 */
1908 if (!tmp) 1913 if (!tmp)
1909 { 1914 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1916 {
1912 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1918 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1919 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1920 if ((key = find_key (pl, tmp, door)))
1916 return key; 1921 return key;
1917 } 1922 }
1918 } 1923 }
1924
1919 if (!tmp) 1925 if (!tmp)
1920 return NULL; 1926 return NULL;
1921 } 1927 }
1928
1922 /* We get down here if we have found a key. Now if its in a container, 1929 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1930 * see if we actually want to use it
1924 */ 1931 */
1925 if (pl != container) 1932 if (pl != container)
1926 { 1933 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1956 return NULL;
1950 } 1957 }
1951 } 1958 }
1959
1952 return tmp; 1960 return tmp;
1953} 1961}
1954 1962
1955/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1966 * 0 otherwise
1959 */ 1967 */
1960static int 1968static int
1961player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
1962{ 1970{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1972 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1966 */ 1974 */
1967 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
1968 1976
1969 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1970 if (key) 1978 if (key)
1971 { 1979 {
1972 object *container = key->env; 1980 object *container = key->env;
1973 1981
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1975 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
1976 make_visible (op); 1985 make_visible (op);
1986
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1988 spring_trap (door->inv, op);
1989
1979 if (door->type == DOOR) 1990 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1984 { 1993 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1996 }
1997
1988 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
1991 if (container != op) 2001 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
1993 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
1994 } 2005 }
1995 else if (door->type == LOCKED_DOOR) 2006 else if (door->type == LOCKED_DOOR)
1996 { 2007 {
1997 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2010 return 1;
2000 } 2011 }
2012
2001 return 0; 2013 return 0;
2002} 2014}
2003 2015
2004/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2009 */ 2021 */
2010void 2022bool
2011move_player_attack (object *op, int dir) 2023move_player_attack (object *op, int dir)
2012{ 2024{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2025 int on_battleground;
2016 maptile *m;
2017 2026
2018 nx = freearr_x[dir] + op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2020 2029
2021 on_battleground = op_on_battleground (op, 0, 0); 2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2022 2040
2023 /* 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
2024 * 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
2025 * want to be calling move_ob if braced, because move_ob will move the 2043 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2044 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2045 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2046 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2047 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2048 * move_ob uses.
2031 */ 2049 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2050 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2051
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2055 * on the space
2051 */ 2056 */
2052 while (tmp) 2057 object *mon;
2053 { 2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2059 {
2055 { 2060 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2061 || mon->type == LOCKED_DOOR
2057 continue; 2062 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2063 && mon != op)
2063 break; 2064 break;
2064 } 2065 }
2065 2066
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2067 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2068 return false; /* into a wall */
2074 2069
2075 if (mon->head)
2076 mon = mon->head; 2070 mon = mon->head_ ();
2077 2071
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2080 return; 2077 return true;
2078 }
2081 2079
2082 /* The following deals with possibly attacking peaceful 2080 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2081 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2082 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2083 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2084 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2085 * and thus will not push them.
2088 */ 2086 */
2089 2087
2090 /* If the creature is a pet, push it even if the player is not 2088 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2089 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2090 * player owns it and it is either friendly or unagressive.
2093 */ 2091 */
2094 if ((op->type == PLAYER) 2092 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2093 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2094 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2095 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2097 {
2104 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2099 if (op->contr->braced)
2106 return; 2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2107 2105
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2107 push_ob (mon, dir, op);
2108
2110 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2110 make_visible (op);
2112 2111
2113 return; 2112 return true;
2114 } 2113 }
2114 else
2115 return false;
2116 }
2115 2117
2116 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2120 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2121 * attack them either.
2120 */ 2122 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2125 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2126 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2132 { 2130 {
2131 --op->speed_left;
2132
2133 if (!op->contr->braced) 2133 if (!op->contr->braced)
2134 { 2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2137 } 2137 }
2138 else 2138 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2140 2140
2141 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2142 make_visible (op);
2143 }
2144 2143
2144 return true;
2145 }
2146 }
2145 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2148 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2149 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2149 { 2153 {
2154 --op->speed_left;
2155
2150 recursive_roll (mon, dir, op); 2156 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2157 if (action_makes_visible (op))
2152 make_visible (op); 2158 make_visible (op);
2153 }
2154 2159
2160 return true;
2161 }
2162 }
2155 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2159 * 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.
2160 */ 2168 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((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)))
2163 { 2171 {
2164 2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2173 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2174 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2175
2177 skill_attack (mon, op, 0, 0, 0); 2176 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2177
2193 if (action_makes_visible (op)) 2178 if (action_makes_visible (op))
2194 make_visible (op); 2179 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2180
2199int 2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2200move_player (object *op, int dir) 2189move_player (object *op, int dir)
2201{ 2190{
2202 int pick; 2191 int pick;
2203 2192
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2218 op->facing = dir; 2207 op->facing = dir;
2219 2208
2220 if (op->hide) 2209 if (op->hide)
2221 do_hidden_move (op); 2210 do_hidden_move (op);
2222 2211
2212 bool retval;
2213
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2215 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2216 else if (op->contr->fire_on)
2226 fire (op, dir); 2217 retval = fire (op, dir);
2227 else 2218 else
2228 { 2219 {
2229 move_player_attack (op, dir); 2220 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2221 pick = check_pick (op);
2231 } 2222 }
2232 2223
2233 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2225 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2234 * for players.
2244 */ 2235 */
2245 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2246 return 0; 2237
2238 return retval;
2247} 2239}
2248 2240
2249/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2242 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2244 * the new speed values for commands.
2253 * 2245 *
2254 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2255 */ 2249 */
2256int 2250bool
2257handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2258{ 2252{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2254 {
2281 flee_player (op); 2255 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2256 {
2285 op->speed_left--; 2257 --op->speed_left;
2258 flee_player (op);
2259
2286 return 0; 2260 return true;
2287 } 2261 }
2262 else
2263 return false;
2288 } 2264 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2265
2298 /* call this here - we also will call this in do_ericserver, but 2266 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2268 * called, so we recheck it here.
2301 */ 2269 */
2302 if (op->contr->ns->handle_command ()) 2270 if (op->contr->ns->handle_command ())
2303 return 1; 2271 return true;
2304 2272
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2274 return move_player (op, op->direction);
2317 2275
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2276 return false;
2323} 2277}
2324 2278
2325int 2279int
2326save_life (object *op) 2280save_life (object *op)
2327{ 2281{
2362 * from. 2316 * from.
2363 */ 2317 */
2364void 2318void
2365remove_unpaid_objects (object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2366{ 2320{
2367 object *next;
2368
2369 while (op) 2321 while (op)
2370 { 2322 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2324
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2391 int rate_grace = 2000;
2440 const int max_hp = 1; 2392 const int max_hp = 1;
2441 const int max_sp = 1; 2393 const int max_sp = 1;
2442 const int max_grace = 1; 2394 const int max_grace = 1;
2443 2395
2444 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2445 { 2405 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2449 } 2413 }
2450 2414
2451 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2452 { 2416 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2441 }
2478 2442
2479 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2444 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2445 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2447 if (op->stats.sp < op->stats.maxsp)
2484 { 2448 {
2485 op->stats.sp++; 2449 op->stats.sp++;
2583 } 2547 }
2584 2548
2585 /* Digestion */ 2549 /* Digestion */
2586 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2587 { 2551 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2553
2595 if (op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2556 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2703 tmp->name = buf; 2662 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2666 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2667 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2669 tmp->insert_at (op, tmp);
2711 } 2670 }
2712 2671
2713 /* teleport defeated player to new destination */ 2672 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2872
2914 /* 2873 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2874 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2875 * and put them back in the map.
2918 */ 2876 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2922 2878
2923 /****************************************/ 2879 /****************************************/
2924 /* */ 2880 /* */
2925 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2946 object *force; 2902 object *force;
2947 int at; 2903 int at;
2948 2904
2949 force = get_archetype (FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2907 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2908 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2910 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2912 force->resist[at] = 100;
2957 2913
2966void 2922void
2967loot_object (object *op) 2923loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2924{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2925 object *tmp, *tmp2, *next;
2970 2926
2971 if (op->container) 2927 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2928
2974 for (tmp = op->inv; tmp; tmp = next) 2929 for (tmp = op->inv; tmp; tmp = next)
2975 { 2930 {
2976 next = tmp->below; 2931 next = tmp->below;
2977 2932
2978 if (tmp->invisible) 2933 if (tmp->invisible)
2979 continue; 2934 continue;
2980 2935
2981 tmp->remove (); 2936 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2937 tmp->x = op->x, tmp->y = op->y;
2938
2983 if (tmp->type == CONTAINER) 2939 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2940 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2941
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2943 {
2989 if (tmp->nrof > 1) 2944 if (tmp->nrof > 1)
2990 { 2945 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2958/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2961 * was changed.
3007 */ 2962 */
3008
3009void 2963void
3010fix_weight (void) 2964fix_weight (void)
3011{ 2965{
3012 for_all_players (pl) 2966 for_all_players (pl)
3013 { 2967 {
3073 if (op->type == PLAYER) 3027 if (op->type == PLAYER)
3074 { 3028 {
3075 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3077 } 3031 }
3032
3078 update_object (op, UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3079} 3034}
3080 3035
3081int 3036int
3082is_true_undead (object *op) 3037is_true_undead (object *op)
3083{ 3038{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 3040 return 1;
3088 3041
3089 return 0; 3042 return 0;
3090} 3043}
3091 3044
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3092 */
3140
3141void 3093void
3142do_hidden_move (object *op) 3094do_hidden_move (object *op)
3143{ 3095{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3097 object *skop;
3262 * a blocked los square. 3214 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3264 */ 3216 */
3265 while (op) 3217 while (op)
3266 { 3218 {
3267 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3269 3221
3270 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values. 3224 * for any meaningful values.
3273 */ 3225 */
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3331 int i = 0, j = 0;
3380 3332
3381 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3390 3342
3391 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3392 return; 3344 return;
3393 3345
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3351 return;
3400 } 3352 }
3401 3353
3402 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3355 item = tr->item;
3404 3356
3405 if (item->type == SPELL) 3357 if (item->type == SPELL)
3406 { 3358 {
3407 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3408 return; 3360 return;
3467 { 3419 {
3468 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3421 object *skin;
3470 3422
3471 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3425 ;
3475 3426
3476 if (!skin) 3427 if (!skin)
3477 return; 3428 return;
3478 3429
3526 * not readied. 3477 * not readied.
3527 */ 3478 */
3528void 3479void
3529player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3530{ 3481{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3532 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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