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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
180 180
181 players.insert (this); 181 players.insert (this);
182 ob->remove (); 182 ob->remove ();
183 ob->map = 0; 183 ob->map = 0;
184 ob->activate_recursive (); 184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
185 enter_map (); 187 enter_map ();
186} 188}
187 189
188void 190void
189player::deactivate () 191player::deactivate ()
190{ 192{
191 if (!active) 193 if (!active)
192 return; 194 return;
193 195
194 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
196 ob->remove (); 203 ob->remove ();
197 ob->map = 0; 204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
198 209
199 players.erase (this); 210 players.erase (this);
200} 211}
201 212
202// connect the player with a specific client 213// connect the player with a specific client
205player::connect (client *ns) 216player::connect (client *ns)
206{ 217{
207 this->ns = ns; 218 this->ns = ns;
208 ns->pl = this; 219 ns->pl = this;
209 220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
210 ns->update_look = 0; 225 ns->update_look = 0;
211 ns->look_position = 0; 226 ns->look_position = 0;
212 227
213 clear_los (ob); 228 clear_los (ob);
229
230 ns->reset_stats ();
214 231
215 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
218 235
223 link_player_skills (ob); 240 link_player_skills (ob);
224 241
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 243
227 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 245
239 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
241 { 248 {
242 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
252 skin = tmp; 259 skin = tmp;
253 260
254 set_dragon_name (ob, abil, skin); 261 set_dragon_name (ob, abil, skin);
255 } 262 }
256 263
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 265
262 esrv_new_player (this, ob->weight + ob->carrying); 266 esrv_new_player (this, ob->weight + ob->carrying);
263 267
264 ob->update_stats (); 268 ob->update_stats ();
285 if (active) 289 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 291
288 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
289 293
294 ns->reset_stats ();
290 ns->pl = 0; 295 ns->pl = 0;
291 this->ns = 0; 296 ns = 0;
292 } 297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
293 301
294 deactivate (); 302 deactivate ();
295} 303}
296 304
297// the need for this function can be explained 305// the need for this function can be explained
298// by load_object not returning the object 306// by load_object not returning the object
299void 307void
300player::set_object (object *op) 308player::set_object (object *op)
301{ 309{
302 ob = op; 310 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
304 312
305 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
306 ob->speed = 1.0; 314 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312} 316}
313 317
314player::player () 318player::player ()
315{ 319{
316 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 321 * we deal with that below this point.
318 */ 322 */
319 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
321 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
322 326
323 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
324 328
325 gen_sp_armour = 10; 329 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none; 330 shoottype = range_none;
328 bowtype = bow_normal; 331 bowtype = bow_normal;
329 petmode = pet_normal; 332 petmode = pet_normal;
330 listening = 10; 333 listening = 10;
331 usekeys = containers; 334 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
334 do_los = 1; 336 do_los = 1;
335
336 /* we need to clear these to -1 and not zero - otherwise,
337 * if a player quits and starts a new character, we wont
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 337}
350 338
351void 339void
352player::do_destroy () 340player::do_destroy ()
353{ 341{
376player::create () 364player::create ()
377{ 365{
378 player *pl = new player; 366 player *pl = new player;
379 367
380 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
381 set_first_map (pl->ob); 374 set_first_map (pl->ob);
382 375
383 return pl; 376 return pl;
384} 377}
385 378
417 object *op = NULL; 410 object *op = NULL;
418 objectlink *ol; 411 objectlink *ol;
419 unsigned lastdist; 412 unsigned lastdist;
420 rv_vector rv; 413 rv_vector rv;
421 414
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 416 {
424 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 424 object *tmp = ol->ob;
432 425
433 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 427 * itself will have been cleared.
435 */ 428 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
437 ol = ol->next; 431 ol = ol->next;
438 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
439 if (!ol) 433 if (!ol)
440 return op; 434 return op;
441 } 435 }
530 x = mon->x; 524 x = mon->x;
531 y = mon->y; 525 y = mon->y;
532 m = mon->map; 526 m = mon->map;
533 dir = rv.direction; 527 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
536 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 532 if (diff > max)
538 return 0; 533 return 0;
534
539 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
540 { 536 {
541 lastx = x; 537 lastx = x;
542 lasty = y; 538 lasty = y;
543 lastmap = m; 539 lastmap = m;
625 max--; 621 max--;
626 lastdir = dir; 622 lastdir = dir;
627 if (!firstdir) 623 if (!firstdir)
628 firstdir = dir; 624 firstdir = dir;
629 } 625 }
626
630 if (diff <= 1) 627 if (diff <= 1)
631 { 628 {
632 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 630 * headed toward player for entire distance.
634 */ 631 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 634 }
635
638 if (diff > max) 636 if (diff > max)
639 return 0; 637 return 0;
640 } 638 }
639
641 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
642 if (!max) 641 if (!max)
643 return 0; 642 return 0;
644 643
645 return firstdir; 644 return firstdir;
759roll_stat (void) 758roll_stat (void)
760{ 759{
761 int a[4], i, j, k; 760 int a[4], i, j, k;
762 761
763 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
765 764
766 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 766 if (a[i] < k)
768 k = a[i], j = i; 767 k = a[i], j = i;
769 768
869 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
872 * not the class. 871 * not the class.
873 */ 872 */
874int 873void
875key_change_class (object *op, char key) 874player::chargen_race_done ()
876{ 875{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 878
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 880 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
889 882
890 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
892 885
893 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
894 887
895 if (op->msg) 888 if (ob->msg)
896 op->msg = NULL; 889 ob->msg = 0;
897 890
898 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
899 * to save here. 892 * to save here.
900 */ 893 */
894 {
895 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
903 899
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 900 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 903 link_player_skills (ob);
911 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
912 op->update_stats (); 905 ob->update_stats ();
913 906
914 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
915 * is one for this race 908 * is one for this race
916 */ 909 */
917 if (*first_map_ext_path) 910 if (*first_map_ext_path)
918 { 911 {
919 object *tmp; 912 object *tmp;
920 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
921 914
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create (); 916 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
929 * default initial map */ 922 * default initial map */
930 tmp->destroy (); 923 tmp->destroy ();
931 } 924 }
932 else 925 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
934 928
935 return 0; 929void
936 } 930player::chargen_race_next ()
937 931{
938 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
940 */ 934 */
941 935
942 tmp_loop = 0; 936 do
943 while (!tmp_loop)
944 { 937 {
945 shstr name = op->name; 938 shstr name = ob->name;
946 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
947 940
948 op->remove_statbonus (); 941 ob->remove_statbonus ();
949 op->remove (); 942 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
952 op->instantiate (); 945 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
955 op->x = x; 948 ob->x = x;
956 op->y = y; 949 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
960 op->add_statbonus (); 953 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 954 }
955 while (!allowed_class (ob));
963 956
964 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 959 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 962 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 963}
977 964
978void 965void
979flee_player (object *op) 966flee_player (object *op)
980{ 967{
1037int 1024int
1038check_pick (object *op) 1025check_pick (object *op)
1039{ 1026{
1040 object *tmp, *next; 1027 object *tmp, *next;
1041 int stop = 0; 1028 int stop = 0;
1042 int j, k, wvratio; 1029 int wvratio;
1043 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1044 1031
1045 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1047 return 1; 1034 return 1;
1048 1035
1385 * found object is returned. 1372 * found object is returned.
1386 */ 1373 */
1387object * 1374object *
1388find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1389{ 1376{
1390 object *tmp = NULL; 1377 object *tmp = 0;
1391 1378
1392 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1396 return op; 1383 return op;
1384
1397 return tmp; 1385 return tmp;
1398} 1386}
1399 1387
1400/* 1388/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1393 */
1406
1407object * 1394object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1396{
1410 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1603 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1593 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1608 return 0; 1596 return 0;
1609 } 1597 }
1610 } 1598 }
1611 1599
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats (); 1632 op->update_stats ();
1645 } 1633 }
1646 1634
1647 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1651 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1652 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1653 1643
1654 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659 1645
1660 /* update the speed */ 1646 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663 1649
1664 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1666 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1667 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1668 { 1656 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1674 } 1662 }
1675 else 1663 else
1676 { 1664 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1665 arrow->level = op->level;
1679 } 1666 arrow->stats.wc -= bow->magic;
1680 1667
1681 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1682 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1683
1684 if (bow->slaying)
1685 arrow->slaying = bow->slaying;
1686 1675
1687 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1678
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1843 case range_misc: 1832 case range_misc:
1844 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1845 return; 1834 return;
1846 1835
1847 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1855 return; 1838 return;
1856 1839
1857 case range_skill: 1840 case range_skill:
1858 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1859 { 1842 {
1860 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1862 return; 1846 return;
1863 } 1847 }
1848
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return; 1850 return;
1866 case range_builder: 1851 case range_builder:
1867 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
1868 return; 1853 return;
1869 default: 1854 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return; 1856 return;
1872 } 1857 }
1873} 1858}
1874
1875
1876 1859
1877/* find_key 1860/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1865 * pl is the player,
1883 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1886 */ 1869 */
1887
1888object * 1870object *
1889find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1890{ 1872{
1891 object *tmp, *key; 1873 object *tmp, *key;
1892 1874
1893 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1876 if (!container->inv)
1895 return NULL; 1877 return 0;
1896 1878
1897 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1881 {
1900 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1883 break;
1902 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1904 */ 1886 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1888 break;
1907 } 1889 }
1890
1908 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1894 * a key, return
1912 */ 1895 */
1913 if (!tmp) 1896 if (!tmp)
1914 { 1897 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1899 {
1917 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1902 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1921 return key; 1904 return key;
1922 } 1905 }
1923 } 1906 }
1907
1924 if (!tmp) 1908 if (!tmp)
1925 return NULL; 1909 return NULL;
1926 } 1910 }
1911
1927 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1913 * see if we actually want to use it
1929 */ 1914 */
1930 if (pl != container) 1915 if (pl != container)
1931 { 1916 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1939 return NULL;
1955 } 1940 }
1956 } 1941 }
1942
1957 return tmp; 1943 return tmp;
1958} 1944}
1959 1945
1960/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1981 make_visible (op); 1967 make_visible (op);
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
1984 if (door->type == DOOR) 1971 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
1989 { 1974 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1977 }
1978
1993 /* Do this after we print the message */ 1979 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
1996 if (container != op) 1982 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
1998 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1999 } 1986 }
2000 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2001 { 1988 {
2002 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 1991 return 1;
2005 } 1992 }
1993
2006 return 0; 1994 return 0;
2007} 1995}
2008 1996
2009/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2216 return 0; 2204 return 0;
2217 } 2205 }
2218 2206
2219 /* peterm: added following line */ 2207 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2210
2223 op->facing = dir; 2211 op->facing = dir;
2224 2212
2225 if (op->hide) 2213 if (op->hide)
2226 do_hidden_move (op); 2214 do_hidden_move (op);
2259 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2260 */ 2248 */
2261int 2249int
2262handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2263{ 2251{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2253 {
2286 flee_player (op); 2254 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2257 {
2290 op->speed_left--; 2258 op->speed_left--;
2291 return 0; 2259 return 0;
2292 } 2260 }
2293 } 2261 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2262
2303 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2265 * called, so we recheck it here.
2306 */ 2266 */
2367 * from. 2327 * from.
2368 */ 2328 */
2369void 2329void
2370remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2371{ 2331{
2372 object *next;
2373
2374 while (op) 2332 while (op)
2375 { 2333 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2335
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2402 int rate_grace = 2000;
2445 const int max_hp = 1; 2403 const int max_hp = 1;
2446 const int max_sp = 1; 2404 const int max_sp = 1;
2447 const int max_grace = 1; 2405 const int max_grace = 1;
2448 2406
2449 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2450 { 2416 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2454 } 2424 }
2455 2425
2456 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2457 { 2427 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2452 }
2483 2453
2484 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2486 { 2456 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2489 { 2459 {
2490 op->stats.sp++; 2460 op->stats.sp++;
2708 tmp->name = buf; 2678 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2682 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2716 } 2686 }
2717 2687
2718 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2888
2919 /* 2889 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2891 * and put them back in the map.
2923 */ 2892 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2927 2894
2928 /****************************************/ 2895 /****************************************/
2929 /* */ 2896 /* */
2930 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2971void 2938void
2972loot_object (object *op) 2939loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2975 2942
2976 if (op->container) 2943 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2944
2979 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2980 { 2946 {
2981 next = tmp->below; 2947 next = tmp->below;
2982 2948
2983 if (tmp->invisible) 2949 if (tmp->invisible)
2984 continue; 2950 continue;
2985 2951
2986 tmp->remove (); 2952 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
2988 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2957
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2959 {
2994 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
2995 { 2961 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2963 tmp2->destroy ();
3008/* 2974/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2977 * was changed.
3012 */ 2978 */
3013
3014void 2979void
3015fix_weight (void) 2980fix_weight (void)
3016{ 2981{
3017 for_all_players (pl) 2982 for_all_players (pl)
3018 { 2983 {
3078 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3079 { 3044 {
3080 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3082 } 3047 }
3048
3083 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3084} 3050}
3085 3051
3086int 3052int
3087is_true_undead (object *op) 3053is_true_undead (object *op)
3088{ 3054{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3056 return 1;
3093 3057
3094 return 0; 3058 return 0;
3095} 3059}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3348 int i = 0, j = 0;
3385 3349
3386 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3395 3359
3396 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3397 return; 3361 return;
3398 3362
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3495 * not readied.
3532 */ 3496 */
3533void 3497void
3534player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3535{ 3499{
3536 rangetype i;
3537
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3540 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3541 { 3502 {
3542 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3543 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3546 }
3547 } 3506 }
3548 }
3549} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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