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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 1.135 by root, Sun May 13 15:13:57 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
180 185
181 players.insert (this); 186 players.insert (this);
182 ob->remove (); 187 ob->remove ();
183 ob->map = 0; 188 ob->map = 0;
184 ob->activate_recursive (); 189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
185 enter_map (); 192 enter_map ();
186} 193}
187 194
188void 195void
189player::deactivate () 196player::deactivate ()
190{ 197{
191 if (!active) 198 if (!active)
192 return; 199 return;
193 200
194 terminate_all_pets (ob); 201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
196 ob->remove (); 208 ob->remove ();
197 ob->map = 0; 209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 213
199 players.erase (this); 214 players.erase (this);
200} 215}
201 216
202// connect the player with a specific client 217// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
204void 219void
205player::connect (client *ns) 220player::connect (client *ns)
206{ 221{
207 this->ns = ns; 222 this->ns = ns;
208 ns->pl = this; 223 ns->pl = this;
209 224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
210 ns->update_look = 0; 229 ns->update_look = 0;
211 ns->look_position = 0; 230 ns->look_position = 0;
212 231
213 clear_los (ob); 232 clear_los (ob);
233
234 ns->reset_stats ();
214 235
215 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
218 239
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 241 link_player_skills (ob);
224 242
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 244
227 assign (title, ob->arch->clone.name); 245 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);
238 246
239 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
241 { 249 {
242 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
252 skin = tmp; 260 skin = tmp;
253 261
254 set_dragon_name (ob, abil, skin); 262 set_dragon_name (ob, abil, skin);
255 } 263 }
256 264
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 266
262 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
263 284
264 ob->update_stats (); 285 ob->update_stats ();
265 ns->floorbox_update (); 286 ns->floorbox_update ();
266 287
267 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
285 if (active) 306 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 308
288 INVOKE_PLAYER (DISCONNECT, this); 309 INVOKE_PLAYER (DISCONNECT, this);
289 310
311 ns->reset_stats ();
290 ns->pl = 0; 312 ns->pl = 0;
291 this->ns = 0; 313 ns = 0;
292 } 314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
293 318
294 deactivate (); 319 deactivate ();
295} 320}
296 321
297// the need for this function can be explained 322// the need for this function can be explained
298// by load_object not returning the object 323// by load_object not returning the object
299void 324void
300player::set_object (object *op) 325player::set_object (object *op)
301{ 326{
302 ob = op; 327 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
304 329
305 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 331 ob->speed = 1.0f;
307 ob->direction = 5; /* So player faces south */ 332 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} 333}
313 334
314player::player () 335player::player ()
315{ 336{
316 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 338 * we deal with that below this point.
318 */ 339 */
319 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
321 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
322 343
323 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
324 345
325 gen_sp_armour = 10; 346 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 347 bowtype = bow_normal;
329 petmode = pet_normal; 348 petmode = pet_normal;
330 listening = 10; 349 listening = 10;
331 usekeys = containers; 350 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
334 do_los = 1; 352 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} 353}
350 354
351void 355void
352player::do_destroy () 356player::do_destroy ()
353{ 357{
376player::create () 380player::create ()
377{ 381{
378 player *pl = new player; 382 player *pl = new player;
379 383
380 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
381 set_first_map (pl->ob); 390 set_first_map (pl->ob);
382 391
383 return pl; 392 return pl;
384} 393}
385 394
417 object *op = NULL; 426 object *op = NULL;
418 objectlink *ol; 427 objectlink *ol;
419 unsigned lastdist; 428 unsigned lastdist;
420 rv_vector rv; 429 rv_vector rv;
421 430
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 432 {
424 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 440 object *tmp = ol->ob;
432 441
433 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 443 * itself will have been cleared.
435 */ 444 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
437 ol = ol->next; 447 ol = ol->next;
438 remove_friendly_object (tmp); 448 remove_friendly_object (tmp);
439 if (!ol) 449 if (!ol)
440 return op; 450 return op;
441 } 451 }
530 x = mon->x; 540 x = mon->x;
531 y = mon->y; 541 y = mon->y;
532 m = mon->map; 542 m = mon->map;
533 dir = rv.direction; 543 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
536 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 548 if (diff > max)
538 return 0; 549 return 0;
550
539 while (diff > 1 && max > 0) 551 while (diff > 1 && max > 0)
540 { 552 {
541 lastx = x; 553 lastx = x;
542 lasty = y; 554 lasty = y;
543 lastmap = m; 555 lastmap = m;
625 max--; 637 max--;
626 lastdir = dir; 638 lastdir = dir;
627 if (!firstdir) 639 if (!firstdir)
628 firstdir = dir; 640 firstdir = dir;
629 } 641 }
642
630 if (diff <= 1) 643 if (diff <= 1)
631 { 644 {
632 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 646 * headed toward player for entire distance.
634 */ 647 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 650 }
651
638 if (diff > max) 652 if (diff > max)
639 return 0; 653 return 0;
640 } 654 }
655
641 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
642 if (!max) 657 if (!max)
643 return 0; 658 return 0;
644 659
645 return firstdir; 660 return firstdir;
759roll_stat (void) 774roll_stat (void)
760{ 775{
761 int a[4], i, j, k; 776 int a[4], i, j, k;
762 777
763 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 779 a[i] = (int) rndm (6) + 1;
765 780
766 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 782 if (a[i] < k)
768 k = a[i], j = i; 783 k = a[i], j = i;
769 784
775} 790}
776 791
777void 792void
778object::roll_stats () 793object::roll_stats ()
779{ 794{
780 int statsort [7]; 795 int statsort [NUM_STATS];
781 796
782 for (;;) 797 for (;;)
783 { 798 {
784 int sum = 0; 799 int sum = 0;
785 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
787 802
788 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
789 break; 804 break;
790 } 805 }
791 806
792 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 809
810 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 812
803 stats.exp = 0; 813 stats.exp = 0;
804 stats.ac = 0; 814 stats.ac = 0;
805 815
806 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
818} 828}
819 829
820void 830void
821object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
822{ 832{
823 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 834
835 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 837
835 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
837 stats.ac = 0; 840 stats.ac = 0;
838 841
869 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
872 * not the class. 875 * not the class.
873 */ 876 */
874int 877void
875key_change_class (object *op, char key) 878player::chargen_race_done ()
876{ 879{
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 */ 880 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
885 882
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 884 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
889 886
890 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
892 889
893 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
894 891
895 if (op->msg) 892 if (ob->msg)
896 op->msg = NULL; 893 ob->msg = 0;
897 894
898 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
899 * to save here. 896 * to save here.
900 */ 897 */
898 {
899 char buf[MAX_BUF];
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
902 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
903 903
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 904 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op); 907 link_player_skills (ob);
911 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
912 op->update_stats (); 909 ob->update_stats ();
913 910
914 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
915 * is one for this race 912 * is one for this race
916 */ 913 */
917 if (*first_map_ext_path) 914 if (*first_map_ext_path)
918 { 915 {
919 object *tmp; 916 object *tmp;
920 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
921 918
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create (); 920 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
929 * default initial map */ 926 * default initial map */
930 tmp->destroy (); 927 tmp->destroy ();
931 } 928 }
932 else 929 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
934 932
935 return 0; 933void
936 } 934player::chargen_race_next ()
937 935{
938 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
940 */ 938 */
941 939
942 tmp_loop = 0; 940 do
943 while (!tmp_loop)
944 { 941 {
945 shstr name = op->name; 942 shstr name = ob->name;
946 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
947 944
948 op->remove_statbonus (); 945 ob->remove_statbonus ();
949 op->remove (); 946 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
952 op->instantiate (); 949 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
955 op->x = x; 952 ob->x = x;
956 op->y = y; 953 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
960 op->add_statbonus (); 957 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 958 }
959 while (!allowed_class (ob));
963 960
964 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 963 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 966 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} 967}
977 968
978void 969void
979flee_player (object *op) 970flee_player (object *op)
980{ 971{
1027 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 1020 op->enemy = NULL;
1030} 1021}
1031 1022
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1034 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 1025 * stop.
1036 */ 1026 */
1037int 1027int
1038check_pick (object *op) 1028check_pick (object *op)
1039{ 1029{
1040 object *tmp, *next; 1030 object *tmp, *next;
1041 int stop = 0; 1031 int stop = 0;
1042 int j, k, wvratio; 1032 int wvratio;
1043 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1044 1034
1045 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1047 return 1; 1037 return 1;
1048 1038
1385 * found object is returned. 1375 * found object is returned.
1386 */ 1376 */
1387object * 1377object *
1388find_arrow (object *op, const char *type) 1378find_arrow (object *op, const char *type)
1389{ 1379{
1390 object *tmp = NULL; 1380 object *tmp = 0;
1391 1381
1392 for (op = op->inv; op; op = op->below) 1382 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1385 else if (op->type == ARROW && op->race == type)
1396 return op; 1386 return op;
1387
1397 return tmp; 1388 return tmp;
1398} 1389}
1399 1390
1400/* 1391/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1396 */
1406
1407object * 1397object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1399{
1410 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1477 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1468 * op = the shooter
1479 * type = bow->race 1469 * type = bow->race
1480 * dir = fire direction 1470 * dir = fire direction
1481 */ 1471 */
1482
1483object * 1472object *
1484pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1485{ 1474{
1486 object *tmp = NULL; 1475 object *tmp = NULL;
1487 maptile *m; 1476 maptile *m;
1552 */ 1541 */
1553int 1542int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1544{
1556 object *left, *bow; 1545 object *left, *bow;
1557 int bowspeed, mflags; 1546 int mflags;
1558 maptile *m; 1547 maptile *m;
1559 1548
1560 if (!dir) 1549 if (!dir)
1561 { 1550 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1552 return 0;
1564 } 1553 }
1565 1554
1566 if (op->type == PLAYER) 1555 if (player *pl = op->contr)
1567 bow = op->contr->ranges[range_bow]; 1556 {
1557 bow = pl->ranged_ob;
1558 if (!op->change_weapon (bow))
1559 return 0;
1560 }
1568 else 1561 else
1569 { 1562 {
1570 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1572 * don't need to switch back and forth between bows and weapons. 1565 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1570 if (!bow)
1578 { 1571 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1573 return 0;
1581 } 1574 }
1575
1576 // optimisation: move object to top so we will find it quickly again
1577 if (bow->below)
1578 {
1579 bow->remove ();
1580 op->insert (bow);
1581 }
1582
1582 } 1583 }
1583 1584
1584 if (!bow->race || !bow->skill) 1585 if (!bow->race || !bow->skill)
1585 { 1586 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1588 return 0;
1588 } 1589 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1590
1599 if (arrow == NULL) 1591 if (arrow == NULL)
1600 { 1592 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1593 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1594 {
1603 if (op->type == PLAYER) 1595 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1596 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 */ 1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1598 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1608 return 0; 1601 return 0;
1609 } 1602 }
1610 } 1603 }
1611 1604
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 1629
1637 arrow->set_owner (op); 1630 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1632 arrow->direction = dir;
1640 1633
1634 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1635 arrow->stats.hp = arrow->stats.dam;
1636 arrow->stats.grace = arrow->attacktype;
1637
1638 if (arrow->slaying)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 if (player *pl = op->contr)
1642 {
1643 if (!pl->has_hit)
1644 {
1645 pl->has_hit = 1;
1646 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1647 }
1648#if 0
1649 float speed = pl->weapon_sp;
1650
1651 /* penalize ROF for bestarrow */
1652 if (pl->bowtype == bow_bestarrow)
1653 speed *= .9f;
1654 else
1655 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1656
1657 op->speed_left += speed - op->speed;
1658#endif
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 /* update the speed */
1664 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1665 + bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 2.0));
1668 arrow->speed_left = 0;
1669
1670 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1671
1641 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1642 { 1673 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats ();
1645 }
1646
1647 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
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
1660 /* update the speed */
1661 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;
1663
1664 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0;
1666
1667 if (op->type == PLAYER)
1668 {
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; 1674 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1675 wc -= dex_bonus[op->stats.Dex];
1676
1677 if (!arrow->slaying)
1678 arrow->slaying = op->slaying;
1679
1680 arrow->attacktype |= op->attacktype;
1674 } 1681 }
1675 else 1682 else
1676 { 1683 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1684 arrow->level = op->level;
1679 } 1685 arrow->stats.wc -= bow->magic;
1680 1686
1681 if (arrow->attacktype == AT_PHYSICAL) 1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689
1682 arrow->attacktype |= bow->attacktype; 1690 arrow->attacktype |= bow->attacktype;
1691 }
1683 1692
1684 if (bow->slaying) 1693 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1694 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1695
1696 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1699
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 m->insert (arrow, sx, sy, op); 1701 m->insert (arrow, sx, sy, op);
1716{ 1726{
1717 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1718 1728
1719 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1720 { 1730 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1732 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1734 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1; 1736 wcmod = -1;
1736 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1747 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1751 }
1743 else 1752 else
1744 { 1753 {
1745 /* Simple case */ 1754 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1756 }
1757
1748 return ret; 1758 return ret;
1749} 1759}
1750
1751 1760
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1761/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1762 * Broken apart from 'fire' to keep it more readable.
1754 */ 1763 */
1755void 1764void
1756fire_misc_object (object *op, int dir) 1765fire_misc_object (object *op, int dir)
1757{ 1766{
1758 object *item; 1767 object *item = op->contr->ranged_ob;
1759 1768
1760 if (!op->contr->ranges[range_misc]) 1769 if (!item)
1761 { 1770 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1772 return;
1764 } 1773 }
1765 1774
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1775 if (!item->inv)
1768 { 1776 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1778 return;
1771 } 1779 }
1780
1781 if (!op->change_weapon (item))
1782 return;
1783
1772 if (item->type == WAND) 1784 if (item->type == WAND)
1773 { 1785 {
1774 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
1775 { 1787 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
1778 return; 1791 return;
1779 } 1792 }
1780 } 1793 }
1781 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
1782 { 1795 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1797 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
1786 if (item->type == ROD) 1800 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1802 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
1790 return; 1805 return;
1791 } 1806 }
1792 } 1807 }
1793 1808
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1825 1840
1826 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
1828 make_visible (op); 1843 make_visible (op);
1829 1844
1830 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1831 { 1848 {
1832 case range_none: 1849 control_golem (op->contr->golem, dir);
1833 return; 1850 return;
1851 }
1834 1852
1835 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
1836 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
1837 return; 1862 break;
1838 1863
1839 case range_magic: /* Casting spells */ 1864 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 return; 1866 break;
1842 1867
1843 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
1844 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
1845 return; 1879 break;
1846
1847 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);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1880 }
1873} 1881}
1874
1875
1876 1882
1877/* find_key 1883/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1888 * pl is the player,
1883 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1886 */ 1892 */
1887
1888object * 1893object *
1889find_key (object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1890{ 1895{
1891 object *tmp, *key; 1896 object *tmp, *key;
1892 1897
1893 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1899 if (!container->inv)
1895 return NULL; 1900 return 0;
1896 1901
1897 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1904 {
1900 if (door->type == DOOR && tmp->type == KEY) 1905 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1906 break;
1902 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1904 */ 1909 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1911 break;
1907 } 1912 }
1913
1908 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1917 * a key, return
1912 */ 1918 */
1913 if (!tmp) 1919 if (!tmp)
1914 { 1920 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1922 {
1917 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1924 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1925 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1926 if ((key = find_key (pl, tmp, door)))
1921 return key; 1927 return key;
1922 } 1928 }
1923 } 1929 }
1930
1924 if (!tmp) 1931 if (!tmp)
1925 return NULL; 1932 return NULL;
1926 } 1933 }
1934
1927 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
1929 */ 1937 */
1930 if (pl != container) 1938 if (pl != container)
1931 { 1939 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1960 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)); 1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1962 return NULL;
1955 } 1963 }
1956 } 1964 }
1965
1957 return tmp; 1966 return tmp;
1958} 1967}
1959 1968
1960/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1975 if (key) 1984 if (key)
1976 { 1985 {
1977 object *container = key->env; 1986 object *container = key->env;
1978 1987
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1980 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1981 make_visible (op); 1991 make_visible (op);
1992
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1995
1984 if (door->type == DOOR) 1996 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1998 else if (door->type == LOCKED_DOOR)
1989 { 1999 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1992 } 2002 }
2003
1993 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
1996 if (container != op) 2007 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
1998 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
1999 } 2011 }
2000 else if (door->type == LOCKED_DOOR) 2012 else if (door->type == LOCKED_DOOR)
2001 { 2013 {
2002 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2016 return 1;
2005 } 2017 }
2018
2006 return 0; 2019 return 0;
2007} 2020}
2008 2021
2009/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2014 */ 2027 */
2015void 2028void
2016move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2017{ 2030{
2018 object *tmp, *mon; 2031 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2032 int on_battleground;
2021 maptile *m; 2033 maptile *m;
2022 2034
2023 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2025 2037
2026 on_battleground = op_on_battleground (op, 0, 0); 2038 on_battleground = op_on_battleground (op, 0, 0);
2027 2039
2028 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2109 /* If we're braced, we don't want to switch places with it */ 2121 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2122 if (op->contr->braced)
2111 return; 2123 return;
2112 2124
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2128 make_visible (op);
2117 2129
2118 return; 2130 return;
2119 } 2131 }
2164 * that party_number -1 is no party, so attacks can still happen. 2176 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2177 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2180 {
2169
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit) 2181 if (!op->contr->has_hit)
2176 { 2182 {
2183 op->contr->has_hit = 1;
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2184 op->speed_left += op->contr->weapon_speed () - op->speed;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 } 2185 }
2181 2186
2182 skill_attack (mon, op, 0, 0, 0); 2187 skill_attack (mon, op, 0, 0, 0);
2183 2188
2184 /* If attacking another player, that player gets automatic 2189 /* If attacking another player, that player gets automatic
2216 return 0; 2221 return 0;
2217 } 2222 }
2218 2223
2219 /* peterm: added following line */ 2224 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2226 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2227
2223 op->facing = dir; 2228 op->facing = dir;
2224 2229
2225 if (op->hide) 2230 if (op->hide)
2226 do_hidden_move (op); 2231 do_hidden_move (op);
2259 * Returns true if there are more actions we can do. 2264 * Returns true if there are more actions we can do.
2260 */ 2265 */
2261int 2266int
2262handle_newcs_player (object *op) 2267handle_newcs_player (object *op)
2263{ 2268{
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)) 2269 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2270 {
2286 flee_player (op); 2271 flee_player (op);
2272
2287 /* If player is still scared, that is his action for this tick */ 2273 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED)) 2274 if (op->flag [FLAG_SCARED])
2289 { 2275 {
2290 op->speed_left--; 2276 --op->speed_left;
2291 return 0; 2277 return 0;
2292 } 2278 }
2293 } 2279 }
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 2280
2303 /* call this here - we also will call this in do_ericserver, but 2281 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2282 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2283 * called, so we recheck it here.
2306 */ 2284 */
2307 if (op->contr->ns->handle_command ()) 2285 if (op->contr->ns->handle_command ())
2308 return 1; 2286 return 1;
2309 2287
2310 if (op->speed_left > 0) 2288 if (op->speed_left > 0.f)
2311 { 2289 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2290 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 { 2291 {
2314 /* All move commands take 1 tick, at least for now */ 2292 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--; 2293 --op->speed_left;
2316 2294
2317 /* Instead of all the stuff below, let move_player take care 2295 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in 2296 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff. 2297 * there, as well as the confusion stuff.
2320 */ 2298 */
2321 move_player (op, op->direction); 2299 move_player (op, op->direction);
2322 2300
2323 return op->speed_left > 0; 2301 return op->speed_left > 0.f;
2324 } 2302 }
2325 } 2303 }
2326 2304
2327 return 0; 2305 return 0;
2328} 2306}
2367 * from. 2345 * from.
2368 */ 2346 */
2369void 2347void
2370remove_unpaid_objects (object *op, object *env) 2348remove_unpaid_objects (object *op, object *env)
2371{ 2349{
2372 object *next;
2373
2374 while (op) 2350 while (op)
2375 { 2351 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2352 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2353
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2354 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2420 int rate_grace = 2000;
2445 const int max_hp = 1; 2421 const int max_hp = 1;
2446 const int max_sp = 1; 2422 const int max_sp = 1;
2447 const int max_grace = 1; 2423 const int max_grace = 1;
2448 2424
2449 if (op->contr->outputs_sync) 2425 if (op->contr->hidden)
2426 {
2427 op->invisible = 1000;
2428 /* the socket code flashes the player visible/invisible
2429 * depending on the value of invisible, so we need to
2430 * alternate it here for it to work correctly.
2431 */
2432 if (pticks & 2)
2433 op->invisible--;
2450 { 2434 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2435 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) 2436 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2437 if (!op->invisible--)
2438 {
2439 make_visible (op);
2440 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2441 }
2454 } 2442 }
2455 2443
2456 if (op->contr->ns->state == ST_PLAYING) 2444 if (op->contr->ns->state == ST_PLAYING)
2457 { 2445 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2446 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2468 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2470 }
2483 2471
2484 /* Regenerate Spell Points */ 2472 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2473 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2474 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2475 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) 2476 if (op->stats.sp < op->stats.maxsp)
2489 { 2477 {
2490 op->stats.sp++; 2478 op->stats.sp++;
2708 tmp->name = buf; 2696 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2697 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2698 " 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); 2699 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2700 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2701 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2702 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2703 tmp->insert_at (op, tmp);
2716 } 2704 }
2717 2705
2718 /* teleport defeated player to new destination */ 2706 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2707 transfer_ob (op, x, y, 0, NULL);
2915 op->stats.hp = op->stats.maxhp; 2903 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2904 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2905 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2906
2919 /* 2907 /*
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 2908 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2909 * and put them back in the map.
2923 */ 2910 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2911 remove_unpaid_objects (op->inv, op);
2927 2912
2928 /****************************************/ 2913 /****************************************/
2929 /* */ 2914 /* */
2930 /* Move player to his current respawn- */ 2915 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2916 /* position (usually last savebed) */
2951 object *force; 2936 object *force;
2952 int at; 2937 int at;
2953 2938
2954 force = get_archetype (FORCE_NAME); 2939 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2940 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2941 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2942 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2943 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2944 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2945 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2946 force->resist[at] = 100;
2962 2947
2971void 2956void
2972loot_object (object *op) 2957loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2958{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2959 object *tmp, *tmp2, *next;
2975 2960
2976 if (op->container) 2961 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2962
2979 for (tmp = op->inv; tmp; tmp = next) 2963 for (tmp = op->inv; tmp; tmp = next)
2980 { 2964 {
2981 next = tmp->below; 2965 next = tmp->below;
2982 2966
2983 if (tmp->invisible) 2967 if (tmp->invisible)
2984 continue; 2968 continue;
2985 2969
2986 tmp->remove (); 2970 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2971 tmp->x = op->x, tmp->y = op->y;
2972
2988 if (tmp->type == CONTAINER) 2973 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2974 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2975
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2976 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2977 {
2994 if (tmp->nrof > 1) 2978 if (tmp->nrof > 1)
2995 { 2979 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2980 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2981 tmp2->destroy ();
3008/* 2992/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2993 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2994 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2995 * was changed.
3012 */ 2996 */
3013
3014void 2997void
3015fix_weight (void) 2998fix_weight (void)
3016{ 2999{
3017 for_all_players (pl) 3000 for_all_players (pl)
3018 { 3001 {
3078 if (op->type == PLAYER) 3061 if (op->type == PLAYER)
3079 { 3062 {
3080 op->contr->tmp_invis = 0; 3063 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3064 op->contr->invis_race = 0;
3082 } 3065 }
3066
3083 update_object (op, UP_OBJ_FACE); 3067 update_object (op, UP_OBJ_CHANGE);
3084} 3068}
3085 3069
3086int 3070int
3087is_true_undead (object *op) 3071is_true_undead (object *op)
3088{ 3072{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3074 return 1;
3093 3075
3094 return 0; 3076 return 0;
3095} 3077}
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3365 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3366 int i = 0, j = 0;
3385 3367
3386 /* get the appropriate treasurelist */ 3368 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3369 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3370 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3371 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3372 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3373 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3374 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3375 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3376 trlist = treasurelist::find ("dragon_ability_poison");
3395 3377
3396 if (trlist == NULL || who->type != PLAYER) 3378 if (trlist == NULL || who->type != PLAYER)
3397 return; 3379 return;
3398 3380
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3381 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3513 * not readied.
3532 */ 3514 */
3533void 3515void
3534player_unready_range_ob (player *pl, object *ob) 3516player_unready_range_ob (player *pl, object *ob)
3535{ 3517{
3536 rangetype i; 3518 if (pl->ob->current_weapon == ob)
3519 pl->ob->current_weapon = 0;
3537 3520
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3521 if (pl->combat_ob == ob)
3539 { 3522 pl->combat_ob = 0;
3523
3540 if (pl->ranges[i] == ob) 3524 if (pl->ranged_ob == ob)
3541 { 3525 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3526}
3527
3528sint8
3529player::visibility_at (maptile *map, int x, int y) const
3530{
3531 if (!ns)
3532 return 0;
3533
3534 int dx, dy;
3535 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3536 return 0;
3537
3538 x += dx - ns->current_x + ns->mapx / 2;
3539 y += dy - ns->current_y + ns->mapy / 2;
3540
3541 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3542 return 0;
3543
3544 return 100 - blocked_los [x][y];
3545}

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