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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.164 by root, Thu Aug 23 17:56:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
200 ob->map = 0; 188 ob->map = 0;
189 party = 0;
201 190
202 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 192
205 players.erase (this); 193 players.erase (this);
206} 194}
207 195
208// connect the player with a specific client 196// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
210void 198void
211player::connect (client *ns) 199player::connect (client *ns)
212{ 200{
213 this->ns = ns; 201 this->ns = ns;
214 ns->pl = this; 202 ns->pl = this;
215 203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
216 ns->update_look = 0; 208 ns->update_look = 0;
217 ns->look_position = 0; 209 ns->look_position = 0;
218 210
219 clear_los (ob); 211 clear_los (this);
220 212
221//TODO: must move into client 213 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 214
248 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254 218
255 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 220 link_player_skills (ob);
257 221
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 223
260 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 225
272 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
274 { 228 {
275 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
276 230
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 234 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 236 skin = tmp;
286 237
287 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
288 } 239 }
289 240
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 242
292 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
293 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats (); 270 ob->update_stats ();
271
295 ns->floorbox_update (); 272 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
299 275
300 activate (); 276 activate ();
301 277
308} 284}
309 285
310void 286void
311player::disconnect () 287player::disconnect ()
312{ 288{
289 if (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
313 if (ns) 295 if (ns)
314 { 296 {
315 if (active) 297 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 299
318 INVOKE_PLAYER (DISCONNECT, this); 300 INVOKE_PLAYER (DISCONNECT, this);
319 301
302 ns->reset_stats ();
320 ns->pl = 0; 303 ns->pl = 0;
321 this->ns = 0; 304 ns = 0;
322 } 305 }
306
307 observe = ob;
323 308
324 deactivate (); 309 deactivate ();
325} 310}
326 311
327// the need for this function can be explained 312// the need for this function can be explained
328// by load_object not returning the object 313// by load_object not returning the object
329void 314void
330player::set_object (object *op) 315player::set_object (object *op)
331{ 316{
332 ob = op; 317 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
334 319
320 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 321 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 322
337 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2; 324}
339 ob->run_away = 25; /* Then we panick... */
340 325
341 ob->roll_stats (); 326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
342} 331}
343 332
344player::player () 333player::player ()
345{ 334{
346 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 336 * we deal with that below this point.
348 */ 337 */
349 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
351 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
352 341
353 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
354 343
355 gen_sp_armour = 10; 344 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 345 bowtype = bow_normal;
358 petmode = pet_normal; 346 petmode = pet_normal;
359 listening = 10; 347 listening = 10;
360 usekeys = containers; 348 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
362 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
363} 354}
364 355
365void 356void
366player::do_destroy () 357player::do_destroy ()
367{ 358{
372 if (ob) 363 if (ob)
373 { 364 {
374 ob->destroy_inv (false); 365 ob->destroy_inv (false);
375 ob->destroy (); 366 ob->destroy ();
376 } 367 }
368
369 ob = observe = 0;
377} 370}
378 371
379player::~player () 372player::~player ()
380{ 373{
381 /* Clear item stack */ 374 /* Clear item stack */
390player::create () 383player::create ()
391{ 384{
392 player *pl = new player; 385 player *pl = new player;
393 386
394 pl->set_object (arch_to_object (get_player_archetype (0))); 387 pl->set_object (arch_to_object (get_player_archetype (0)));
388
389 pl->ob->roll_stats ();
390 pl->ob->stats.wc = 2;
391 pl->ob->run_away = 25; /* Then we panick... */
392
395 set_first_map (pl->ob); 393 set_first_map (pl->ob);
396 394
397 return pl; 395 return pl;
398} 396}
399 397
403 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
404 */ 402 */
405archetype * 403archetype *
406get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
407{ 405{
408 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409 407
410 for (;;) 408 for (;;)
411 { 409 {
412 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
413 at = first_archetype; 411 i = archetypes.begin ();
414 else 412 else if (*i == at)
415 at = at->next; 413 cleanup ("not a single player archetype found");
416 414
417 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
418 return at; 416 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 417 }
426} 418}
427 419
428object * 420object *
429get_nearest_player (object *mon) 421get_nearest_player (object *mon)
433 unsigned lastdist; 425 unsigned lastdist;
434 rv_vector rv; 426 rv_vector rv;
435 427
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 429 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
452 ol = ol->next;
453 remove_friendly_object (tmp);
454 if (!ol)
455 return op;
456 }
457
458 /* Remove special check for player from this. First, it looks to cause
459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
460 * complicated method of state checking would be needed in any case -
461 * as it was, a clever player could type quit, and the function would
462 * skip them over while waiting for confirmation. Remove
463 * on_same_map check, as can_detect_enemy also does this
464 */
465 if (!can_detect_enemy (mon, ol->ob, &rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 431 continue;
467 432
468 if (lastdist > rv.distance) 433 if (lastdist > rv.distance)
469 { 434 {
545 x = mon->x; 510 x = mon->x;
546 y = mon->y; 511 y = mon->y;
547 m = mon->map; 512 m = mon->map;
548 dir = rv.direction; 513 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
551 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 518 if (diff > max)
553 return 0; 519 return 0;
520
554 while (diff > 1 && max > 0) 521 while (diff > 1 && max > 0)
555 { 522 {
556 lastx = x; 523 lastx = x;
557 lasty = y; 524 lasty = y;
558 lastmap = m; 525 lastmap = m;
640 max--; 607 max--;
641 lastdir = dir; 608 lastdir = dir;
642 if (!firstdir) 609 if (!firstdir)
643 firstdir = dir; 610 firstdir = dir;
644 } 611 }
612
645 if (diff <= 1) 613 if (diff <= 1)
646 { 614 {
647 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 616 * headed toward player for entire distance.
649 */ 617 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 620 }
621
653 if (diff > max) 622 if (diff > max)
654 return 0; 623 return 0;
655 } 624 }
625
656 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
657 if (!max) 627 if (!max)
658 return 0; 628 return 0;
659 629
660 return firstdir; 630 return firstdir;
774roll_stat (void) 744roll_stat (void)
775{ 745{
776 int a[4], i, j, k; 746 int a[4], i, j, k;
777 747
778 for (i = 0; i < 4; i++) 748 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 749 a[i] = (int) rndm (6) + 1;
780 750
781 for (i = 0, j = 0, k = 7; i < 4; i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 752 if (a[i] < k)
783 k = a[i], j = i; 753 k = a[i], j = i;
784 754
790} 760}
791 761
792void 762void
793object::roll_stats () 763object::roll_stats ()
794{ 764{
795 int statsort [7]; 765 int statsort [NUM_STATS];
796 766
797 for (;;) 767 for (;;)
798 { 768 {
799 int sum = 0; 769 int sum = 0;
800 for (int i = 7; i--; ) 770 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 771 sum += statsort [i] = roll_stat ();
802 772
803 if (sum >= 82 && sum <= 116) 773 if (sum >= 82 && sum <= 116)
804 break; 774 break;
805 } 775 }
806 776
807 // Sort the stats so that rerolling is easier... 777 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 779
780 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 781 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 782
818 stats.exp = 0; 783 stats.exp = 0;
819 stats.ac = 0; 784 stats.ac = 0;
820 785
821 stats.hp = stats.maxhp; 786 stats.hp = stats.maxhp;
833} 798}
834 799
835void 800void
836object::swap_stats (int a, int b) 801object::swap_stats (int a, int b)
837{ 802{
838 int tmp = get_attr_value (&contr->orig_stats, a); 803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 804
805 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 806 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 807
850 //TODO: the following code looks so borked and should, at the very least, 808 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats 809 // be merged with the similar code in roll_stats
852 stats.ac = 0; 810 stats.ac = 0;
853 811
884 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
887 * not the class. 845 * not the class.
888 */ 846 */
889int 847void
890key_change_class (object *op, char key) 848player::chargen_race_done ()
891{ 849{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
900 852
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 853 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 854 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, ob, 0, 0, 0);
904 856
905 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
907 859
908 op->contr->ns->state = ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
909 861
910 if (op->msg) 862 if (ob->msg)
911 op->msg = NULL; 863 ob->msg = 0;
912 864
913 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
914 * to save here. 866 * to save here.
915 */ 867 */
868 {
869 char buf[MAX_BUF];
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
917 make_path_to_file (buf); 871 make_path_to_file (buf);
872 }
918 873
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 874 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 876 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op); 877 link_player_skills (ob);
926 esrv_send_inventory (op, op); 878 esrv_send_inventory (ob, ob);
927 op->update_stats (); 879 ob->update_stats ();
928 880
929 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
930 * is one for this race 882 * is one for this race
931 */ 883 */
932 if (*first_map_ext_path) 884 if (*first_map_ext_path)
933 { 885 {
934 object *tmp; 886 object *tmp;
935 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
936 888
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
938 tmp = object::create (); 890 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname; 891 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x; 892 EXIT_X (tmp) = ob->x;
941 EXIT_Y (tmp) = op->y; 893 EXIT_Y (tmp) = ob->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded; 894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
944 * default initial map */ 896 * default initial map */
945 tmp->destroy (); 897 tmp->destroy ();
946 } 898 }
947 else 899 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
949 902
950 return 0; 903void
951 } 904player::chargen_race_next ()
952 905{
953 /* Following actually changes the race - this is the default command 906 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 907 * if we don't match with one of the options above.
955 */ 908 */
956 909
957 tmp_loop = 0; 910 do
958 while (!tmp_loop)
959 { 911 {
960 shstr name = op->name; 912 shstr name = ob->name;
961 int x = op->x, y = op->y; 913 int x = ob->x, y = ob->y;
962 914
963 op->remove_statbonus (); 915 ob->remove_statbonus ();
964 op->remove (); 916 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 917 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 918 ob->arch->copy_to (ob);
967 op->instantiate (); 919 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 920 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 921 ob->name = ob->name_pl = name;
970 op->x = x; 922 ob->x = x;
971 op->y = y; 923 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 926 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 927 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 928 }
929 while (!allowed_class (ob));
978 930
979 update_object (op, UP_OBJ_FACE); 931 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 933 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 934 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 935 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 936 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 937}
992 938
993void 939void
994flee_player (object *op) 940flee_player (object *op)
995{ 941{
1042 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 990 op->enemy = NULL;
1045} 991}
1046 992
1047
1048/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1049 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1050 * stop. 995 * stop.
1051 */ 996 */
1052int 997int
1053check_pick (object *op) 998check_pick (object *op)
1054{ 999{
1055 object *tmp, *next; 1000 object *tmp, *next;
1056 int stop = 0; 1001 int stop = 0;
1057 int j, k, wvratio; 1002 int wvratio;
1058 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1059 1004
1060 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1062 return 1; 1007 return 1;
1063 1008
1131 if (tmp->name != NULL) 1076 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else 1079 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 1082
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 } 1084 }
1140 1085
1141 /* philosophy: 1086 /* philosophy:
1216 pick_up (op, tmp); 1161 pick_up (op, tmp);
1217 continue; 1162 continue;
1218 } 1163 }
1219 1164
1220 if (op->contr->mode & PU_READABLES) 1165 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL) 1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1222 { 1167 {
1223 pick_up (op, tmp); 1168 pick_up (op, tmp);
1224 continue; 1169 continue;
1225 } 1170 }
1226 1171
1334 /* careful: chairs and tables are weapons! */ 1279 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON) 1280 if (op->contr->mode & PU_ALLWEAPON)
1336 { 1281 {
1337 if (tmp->type == WEAPON && tmp->name != NULL) 1282 if (tmp->type == WEAPON && tmp->name != NULL)
1338 { 1283 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1341 { 1286 {
1342 pick_up (op, tmp); 1287 pick_up (op, tmp);
1343 continue; 1288 continue;
1344 } 1289 }
1345 } 1290 }
1346 1291
1347 if (tmp->type == WEAPON && tmp->name == NULL) 1292 if (tmp->type == WEAPON && tmp->name == NULL)
1348 { 1293 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1350 { 1295 {
1351 pick_up (op, tmp); 1296 pick_up (op, tmp);
1352 continue; 1297 continue;
1353 } 1298 }
1354 } 1299 }
1379 if (tmp->name != NULL) 1324 if (tmp->name != NULL)
1380 { 1325 {
1381 fprintf (stderr, "%s", tmp->name); 1326 fprintf (stderr, "%s", tmp->name);
1382 } 1327 }
1383 else 1328 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1387#endif 1332#endif
1388 continue; 1333 continue;
1389 } 1334 }
1400 * found object is returned. 1345 * found object is returned.
1401 */ 1346 */
1402object * 1347object *
1403find_arrow (object *op, const char *type) 1348find_arrow (object *op, const char *type)
1404{ 1349{
1405 object *tmp = NULL; 1350 object *tmp = 0;
1406 1351
1407 for (op = op->inv; op; op = op->below) 1352 for (op = op->inv; op; op = op->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1355 else if (op->type == ARROW && op->race == type)
1411 return op; 1356 return op;
1357
1412 return tmp; 1358 return tmp;
1413} 1359}
1414 1360
1415/* 1361/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1366 */
1421
1422object * 1367object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1369{
1425 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1459 else 1404 else
1460 { 1405 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1407 {
1463 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1466 { 1411 {
1467 tmp = arrow; 1412 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1469 } 1414 }
1470 } 1415 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1417 {
1473 tmp = arrow; 1418 tmp = arrow;
1492 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1438 * op = the shooter
1494 * type = bow->race 1439 * type = bow->race
1495 * dir = fire direction 1440 * dir = fire direction
1496 */ 1441 */
1497
1498object * 1442object *
1499pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1500{ 1444{
1501 object *tmp = NULL; 1445 object *tmp = NULL;
1502 maptile *m; 1446 maptile *m;
1567 */ 1511 */
1568int 1512int
1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1570{ 1514{
1571 object *left, *bow; 1515 object *left, *bow;
1572 int bowspeed, mflags; 1516 int mflags;
1573 maptile *m; 1517 maptile *m;
1574 1518
1575 if (!dir) 1519 if (!dir)
1576 { 1520 {
1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1578 return 0; 1522 return 0;
1579 } 1523 }
1580 1524
1581 if (op->type == PLAYER) 1525 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1583 else 1527 else
1584 { 1528 {
1585 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1586 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1587 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1592 if (!bow) 1536 if (!bow)
1593 { 1537 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1539 return 0;
1596 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1597 } 1549 }
1598 1550
1599 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1600 { 1552 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1554 return 0;
1603 } 1555 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1556
1614 if (arrow == NULL) 1557 if (arrow == NULL)
1615 { 1558 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1560 {
1618 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1564 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1623 return 0; 1567 return 0;
1624 } 1568 }
1625 } 1569 }
1626 1570
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 1595
1652 arrow->set_owner (op); 1596 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1598 arrow->direction = dir;
1655 1599
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1656 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1657 { 1634 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1689 } 1642 }
1690 else 1643 else
1691 { 1644 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1645 arrow->level = op->level;
1694 } 1646 arrow->stats.wc -= bow->magic;
1695 1647
1696 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1697 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1698 1653
1699 if (bow->slaying) 1654 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1660
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1707 1663
1708 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1665 move_arrow (arrow);
1710 1666
1731{ 1687{
1732 int ret = 0, wcmod = 0; 1688 int ret = 0, wcmod = 0;
1733 1689
1734 if (op->contr->bowtype == bow_bestarrow) 1690 if (op->contr->bowtype == bow_bestarrow)
1735 { 1691 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1693 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1695 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1; 1697 wcmod = -1;
1751 else if (op->contr->bowtype == bow_spreadshot) 1707 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1708 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1712 }
1758 else 1713 else
1759 { 1714 {
1760 /* Simple case */ 1715 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1717 }
1718
1763 return ret; 1719 return ret;
1764} 1720}
1765
1766 1721
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1769 */ 1724 */
1770void 1725void
1771fire_misc_object (object *op, int dir) 1726fire_misc_object (object *op, int dir)
1772{ 1727{
1773 object *item; 1728 object *item = op->contr->ranged_ob;
1774 1729
1775 if (!op->contr->ranges[range_misc]) 1730 if (!item)
1776 { 1731 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1733 return;
1779 } 1734 }
1780 1735
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1736 if (!item->inv)
1783 { 1737 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1739 return;
1786 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
1787 if (item->type == WAND) 1745 if (item->type == WAND)
1788 { 1746 {
1789 if (item->stats.food <= 0) 1747 if (item->stats.food <= 0)
1790 { 1748 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1749 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1793 return; 1752 return;
1794 } 1753 }
1795 } 1754 }
1796 else if (item->type == ROD || item->type == HORN) 1755 else if (item->type == ROD || item->type == HORN)
1797 { 1756 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 { 1758 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1801 if (item->type == ROD) 1761 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1763 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1765
1805 return; 1766 return;
1806 } 1767 }
1807 } 1768 }
1808 1769
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1816 object *tmp; 1777 object *tmp;
1817 1778
1818 if (item->arch) 1779 if (item->arch)
1819 { 1780 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1822 item->set_speed (0); 1783 item->set_speed (0);
1823 } 1784 }
1824 1785
1825 if ((tmp = item->in_player ())) 1786 if ((tmp = item->in_player ()))
1826 esrv_update_item (UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1792 }
1832} 1793}
1833 1794
1834/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1835 */ 1796 */
1836void 1797bool
1837fire (object *op, int dir) 1798fire (object *op, int dir)
1838{ 1799{
1839 int spellcost = 0; 1800 int spellcost = 0;
1840 1801
1841 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1803 if (action_makes_visible (op))
1843 make_visible (op); 1804 make_visible (op);
1844 1805
1845 switch (op->contr->shoottype) 1806 player *pl = op->contr;
1807
1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
1846 { 1812 }
1847 case range_none:
1848 return;
1849 1813
1850 case range_bow: 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1851 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
1852 return; 1831 break;
1853 1832
1854 case range_magic: /* Casting spells */ 1833 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1835 break;
1857 1836
1858 case range_misc: 1837 case BUILDER:
1838 apply_map_builder (op, dir);
1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1845 default:
1859 fire_misc_object (op, dir); 1846 fire_misc_object (op, dir);
1860 return; 1847 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1848 }
1889}
1890 1849
1891 1850 return true;
1851}
1892 1852
1893/* find_key 1853/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1858 * pl is the player,
1899 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1902 */ 1862 */
1903
1904object * 1863object *
1905find_key (object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1906{ 1865{
1907 object *tmp, *key; 1866 object *tmp, *key;
1908 1867
1909 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1869 if (!container->inv)
1911 return NULL; 1870 return 0;
1912 1871
1913 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1874 {
1916 if (door->type == DOOR && tmp->type == KEY) 1875 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1876 break;
1918 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1920 */ 1879 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1881 break;
1923 } 1882 }
1883
1924 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1887 * a key, return
1928 */ 1888 */
1929 if (!tmp) 1889 if (!tmp)
1930 { 1890 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1892 {
1933 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1894 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1895 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1896 if ((key = find_key (pl, tmp, door)))
1937 return key; 1897 return key;
1938 } 1898 }
1939 } 1899 }
1900
1940 if (!tmp) 1901 if (!tmp)
1941 return NULL; 1902 return NULL;
1942 } 1903 }
1904
1943 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1906 * see if we actually want to use it
1945 */ 1907 */
1946 if (pl != container) 1908 if (pl != container)
1947 { 1909 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1932 return NULL;
1971 } 1933 }
1972 } 1934 }
1935
1973 return tmp; 1936 return tmp;
1974} 1937}
1975 1938
1976/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1942 * 0 otherwise
1980 */ 1943 */
1981static int 1944static int
1982player_attack_door (object *op, object *door) 1945player_attack_door (object *op, object *door)
1983{ 1946{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1987 */ 1950 */
1988 object *key = find_key (op, op, door); 1951 object *key = find_key (op, op, door);
1989 1952
1990 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1991 if (key) 1954 if (key)
1992 { 1955 {
1993 object *container = key->env; 1956 object *container = key->env;
1994 1957
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1958 if (action_makes_visible (op))
1997 make_visible (op); 1959 make_visible (op);
1960
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1962 spring_trap (door->inv, op);
1963
2000 if (door->type == DOOR) 1964 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1966 else if (door->type == LOCKED_DOOR)
2005 { 1967 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1970 }
1971
2009 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2012 if (container != op) 1975 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2014 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
2015 } 1979 }
2016 else if (door->type == LOCKED_DOOR) 1980 else if (door->type == LOCKED_DOOR)
2017 { 1981 {
2018 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 1984 return 1;
2021 } 1985 }
1986
2022 return 0; 1987 return 0;
2023} 1988}
2024 1989
2025/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2030 */ 1995 */
2031void 1996bool
2032move_player_attack (object *op, int dir) 1997move_player_attack (object *op, int dir)
2033{ 1998{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 1999 int on_battleground;
2037 maptile *m;
2038 2000
2039 nx = freearr_x[dir] + op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2041 2003
2042 on_battleground = op_on_battleground (op, 0, 0); 2004 on_battleground = op_on_battleground (op, 0, 0);
2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2043 2014
2044 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 2022 * move_ob uses.
2052 */ 2023 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2056 {
2057 m = op->map->xy_find (nx, ny); 2024 maptile *m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063 2025
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return;
2066
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space 2029 * on the space
2072 */ 2030 */
2073 while (tmp) 2031 object *mon;
2074 { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2075 if (tmp == op) 2033 {
2076 { 2034 if ((mon->flag [FLAG_ALIVE]
2077 tmp = tmp->above; 2035 || mon->type == LOCKED_DOOR
2078 continue; 2036 || mon->flag [FLAG_CAN_ROLL])
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp; 2037 && mon != op)
2084 break; 2038 break;
2085 } 2039 }
2086 2040
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */ 2042 return false; /* into a wall */
2095 2043
2096 if (mon->head)
2097 mon = mon->head; 2044 mon = mon->head_ ();
2098 2045
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2100 if (player_attack_door (op, mon)) 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2101 return; 2051 return true;
2052 }
2102 2053
2103 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them. 2059 * and thus will not push them.
2109 */ 2060 */
2110 2061
2111 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2114 */ 2065 */
2115 if ((op->type == PLAYER) 2066 if (op->type == PLAYER
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr 2067 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2120#else
2121 && mon->owner == op 2069 || mon->owner == op)
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 { 2071 {
2125 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced) 2073 if (op->contr->braced)
2127 return; 2074 return false;
2128 2075
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2130 (void) push_ob (mon, dir, op); 2081 push_ob (mon, dir, op);
2082
2131 if (op->contr->tmp_invis || op->hide) 2083 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op); 2084 make_visible (op);
2133 2085
2134 return; 2086 return true;
2135 } 2087 }
2088 else
2089 return false;
2090 }
2136 2091
2137 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2095 * attack them either.
2141 */ 2096 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2099 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2153 { 2104 {
2105 --op->speed_left;
2106
2154 if (!op->contr->braced) 2107 if (!op->contr->braced)
2155 { 2108 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2158 } 2111 }
2159 else 2112 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2161 2114
2162 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op); 2116 make_visible (op);
2164 }
2165 2117
2118 return true;
2119 }
2120 }
2166 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2123 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2170 { 2127 {
2128 --op->speed_left;
2129
2171 recursive_roll (mon, dir, op); 2130 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2131 if (action_makes_visible (op))
2173 make_visible (op); 2132 make_visible (op);
2174 }
2175 2133
2134 return true;
2135 }
2136 }
2176 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2142 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2145 {
2185 2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2147 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2148 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2149
2198 skill_attack (mon, op, 0, 0, 0); 2150 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2151
2214 if (action_makes_visible (op)) 2152 if (action_makes_visible (op))
2215 make_visible (op); 2153 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2154
2220int 2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2221move_player (object *op, int dir) 2163move_player (object *op, int dir)
2222{ 2164{
2223 int pick; 2165 int pick;
2224 2166
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2232 return 0; 2174 return 0;
2233 } 2175 }
2234 2176
2235 /* peterm: added following line */ 2177 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2180
2239 op->facing = dir; 2181 op->facing = dir;
2240 2182
2241 if (op->hide) 2183 if (op->hide)
2242 do_hidden_move (op); 2184 do_hidden_move (op);
2243 2185
2186 bool retval;
2187
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2189 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2190 else if (op->contr->fire_on)
2247 fire (op, dir); 2191 retval = fire (op, dir);
2248 else 2192 else
2249 { 2193 {
2250 move_player_attack (op, dir); 2194 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2195 pick = check_pick (op);
2252 } 2196 }
2253 2197
2254 /* Add special check for newcs players and fire on - this way, the 2198 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2199 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2206 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2207 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2208 * for players.
2265 */ 2209 */
2266 animate_object (op, op->facing); 2210 animate_object (op, op->facing);
2267 return 0; 2211
2212 return retval;
2268} 2213}
2269 2214
2270/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2216 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2218 * the new speed values for commands.
2274 * 2219 *
2275 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2276 */ 2223 */
2277int 2224bool
2278handle_newcs_player (object *op) 2225handle_newcs_player (object *op)
2279{ 2226{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2228 {
2302 flee_player (op); 2229 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2230 {
2306 op->speed_left--; 2231 --op->speed_left;
2232 flee_player (op);
2233
2307 return 0; 2234 return true;
2308 } 2235 }
2236 else
2237 return false;
2309 } 2238 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2239
2319 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2242 * called, so we recheck it here.
2322 */ 2243 */
2323 if (op->contr->ns->handle_command ()) 2244 if (op->contr->ns->handle_command ())
2324 return 1; 2245 return true;
2325 2246
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2248 return move_player (op, op->direction);
2338 2249
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2250 return false;
2344} 2251}
2345 2252
2346int 2253int
2347save_life (object *op) 2254save_life (object *op)
2348{ 2255{
2350 return 0; 2257 return 0;
2351 2258
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2261 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 op->play_sound (sound_find ("ob_evaporate"));
2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357 2264
2358 if (op->contr) 2265 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2360 2267
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2381 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2382 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2383 * from. 2290 * from.
2384 */ 2291 */
2385void 2292static void
2386remove_unpaid_objects (object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2387{ 2294{
2388 object *next;
2389
2390 while (op) 2295 while (op)
2391 { 2296 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2298
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 esrv_del_item (env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2398 2303
2399 op->insert_at (env); 2304 op->insert_at (env);
2400 } 2305 }
2401 else if (op->inv) 2306 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env); 2307 drop_unpaid_items (op->inv, env);
2403 2308
2404 op = next; 2309 op = next;
2405 } 2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2406} 2318}
2407 2319
2408/* 2320/*
2409 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2460 int rate_grace = 2000; 2372 int rate_grace = 2000;
2461 const int max_hp = 1; 2373 const int max_hp = 1;
2462 const int max_sp = 1; 2374 const int max_sp = 1;
2463 const int max_grace = 1; 2375 const int max_grace = 1;
2464 2376
2465 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2378 {
2379 op->invisible = 1000;
2380 /* the socket code flashes the player visible/invisible
2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2466 { 2386 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2388 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2470 } 2394 }
2471 2395
2472 if (op->contr->ns->state == ST_PLAYING) 2396 if (op->contr->ns->state == ST_PLAYING)
2473 { 2397 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2418 else
2495 { 2419 {
2496 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 }
2499
2500 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp)
2505 {
2506 op->stats.sp++;
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2422 }
2541 2423
2542 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2448 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2568 } 2450 }
2569 2451
2452 if (op->stats.food > 0)
2453 {
2570 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2456 {
2575 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2458
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2578 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2579 op->stats.food--; 2466 op->stats.food--;
2467
2580 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2584 } 2473 }
2585 }
2586 2474
2587 if (max_hp > 1) 2475 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2476 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2593 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2495 }
2595 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2596 { 2504 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2598 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2530 }
2600 else 2531 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2533 }
2604 } 2534 }
2605 2535
2606 /* Digestion */ 2536 /* Digestion */
2607 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2608 { 2538 {
2609#ifdef COZY_SERVER 2539 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2540 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2541
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2543
2621 /* dms do not consume food */ 2544 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2546 op->stats.food--;
2624 } 2547 }
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2652 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2653 } 2576 }
2654 } 2577 }
2655 2578
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2657 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2658 2584
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2586 kill_player (op);
2661 } 2587 }
2662} 2588}
2685 object *tmp; 2611 object *tmp;
2686 2612
2687 if (save_life (op)) 2613 if (save_life (op))
2688 return; 2614 return;
2689 2615
2690
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2692 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2619 */
2695 if (op_on_battleground (op, &x, &y)) 2620 if (op_on_battleground (op, &x, &y))
2724 tmp->name = buf; 2649 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2653 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2732 } 2657 }
2733 2658
2734 /* teleport defeated player to new destination */ 2659 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2747 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2748 } 2673 }
2749 else 2674 else
2750 sprintf (buf, "%s died.", &op->name); 2675 sprintf (buf, "%s died.", &op->name);
2751 2676
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2753 2678
2754 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2755 x = op->x; 2680 x = op->x;
2756 y = op->y; 2681 y = op->y;
2757 map = op->map; 2682 map = op->map;
2931 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2859
2935 /* 2860 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2861 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2862 * and put them back in the map.
2939 */ 2863 */
2940 2864 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2865
2944 /****************************************/ 2866 /****************************************/
2945 /* */ 2867 /* */
2946 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2967 object *force; 2889 object *force;
2968 int at; 2890 int at;
2969 2891
2970 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2894 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2899 force->resist[at] = 100;
2978 2900
2987void 2909void
2988loot_object (object *op) 2910loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
2991 2913
2992 if (op->container) 2914 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2915
2995 for (tmp = op->inv; tmp; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
2996 { 2917 {
2997 next = tmp->below; 2918 next = tmp->below;
2998 2919
2999 if (tmp->invisible) 2920 if (tmp->invisible)
3000 continue; 2921 continue;
3001 2922
3002 tmp->remove (); 2923 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
3004 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2928
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2930 {
3010 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
3011 { 2932 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2934 tmp2->destroy ();
3024/* 2945/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2948 * was changed.
3028 */ 2949 */
3029
3030void 2950void
3031fix_weight (void) 2951fix_weight (void)
3032{ 2952{
3033 for_all_players (pl) 2953 for_all_players (pl)
3034 { 2954 {
3089void 3009void
3090make_visible (object *op) 3010make_visible (object *op)
3091{ 3011{
3092 op->hide = 0; 3012 op->hide = 0;
3093 op->invisible = 0; 3013 op->invisible = 0;
3014
3094 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3095 { 3016 {
3096 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3098 } 3019 }
3020
3099 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3100} 3022}
3101 3023
3102int 3024int
3103is_true_undead (object *op) 3025is_true_undead (object *op)
3104{ 3026{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 3028 return 1;
3109 3029
3110 return 0; 3030 return 0;
3111} 3031}
3112 3032
3113/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 3035 * indicate greater hideability.
3116 */ 3036 */
3117
3118int 3037int
3119hideability (object *ob) 3038hideability (object *ob)
3120{ 3039{
3121 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3122 sint16 x, y; 3041 sint16 x, y;
3156/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 3079 */
3161
3162void 3080void
3163do_hidden_move (object *op) 3081do_hidden_move (object *op)
3164{ 3082{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3084 object *skop;
3248 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3256 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 3175 * -b.t.
3258 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3259 */ 3177 */
3260
3261int 3178int
3262player_can_view (object *pl, object *op) 3179player_can_view (object *pl, object *op)
3263{ 3180{
3264 rv_vector rv; 3181 rv_vector rv;
3265 int dx, dy; 3182 int dx, dy;
3277 3194
3278 get_rangevector (pl, op, &rv, 0x1); 3195 get_rangevector (pl, op, &rv, 0x1);
3279 3196
3280 /* starting with the 'head' part, lets loop 3197 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3198 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3199 * part that is in the los array but isn't on
3283 * a blocked los square. 3200 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3201 * we use the archetype to figure out offsets.
3285 */ 3202 */
3286 while (op) 3203 while (op)
3287 { 3204 {
3288 dx = rv.distance_x + op->arch->clone.x; 3205 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3206 dy = rv.distance_y + op->arch->y;
3290 3207
3291 /* only the viewable area the player sees is updated by LOS 3208 /* only the viewable area the player sees is updated by LOS
3292 * code, so we need to restrict ourselves to that range of values 3209 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values. 3210 * for any meaningful values.
3294 */ 3211 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3215 return 1;
3216
3299 op = op->more; 3217 op = op->more;
3300 } 3218 }
3219
3301 return 0; 3220 return 0;
3302} 3221}
3303 3222
3304/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3308 * return 0. 3227 * return 0.
3309 */ 3228 */
3310int 3229int
3311action_makes_visible (object *op) 3230action_makes_visible (object *op)
3312{ 3231{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 { 3233 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3317 return 0; 3235 return 0;
3318 3236
3324 { 3242 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3326 return 1; 3244 return 1;
3327 } 3245 }
3328 } 3246 }
3247
3329 return 0; 3248 return 0;
3330} 3249}
3331 3250
3332/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3338 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3258 */
3340int 3259int
3341op_on_battleground (object *op, int *x, int *y) 3260op_on_battleground (object *op, int *x, int *y)
3342{ 3261{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3269 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3271 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3273 && tmp->type == BATTLEGROUND
3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3276 {
3358 /*before we assign the exit, check if this is a teambattle */ 3277 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3279 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3281 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3283 {
3367 if (x != NULL && y != NULL) 3284 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3369 return 1; 3287 return 1;
3370 } 3288 }
3371 } 3289 }
3372 } 3290 }
3291
3373 if (x != NULL && y != NULL) 3292 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3375 return 1; 3295 return 1;
3376 } 3296 }
3377 } 3297 }
3378 } 3298 }
3299
3379 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3380 return 0; 3301 return 0;
3381} 3302}
3382 3303
3383/* 3304/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3321 int i = 0, j = 0;
3401 3322
3402 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3332
3412 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3413 return; 3334 return;
3414 3335
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3341 return;
3421 } 3342 }
3422 3343
3423 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3345 item = tr->item;
3425 3346
3426 if (item->type == SPELL) 3347 if (item->type == SPELL)
3427 { 3348 {
3428 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3429 return; 3350 return;
3488 { 3409 {
3489 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3411 object *skin;
3491 3412
3492 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3415 ;
3496 3416
3497 if (!skin) 3417 if (!skin)
3498 return; 3418 return;
3499 3419
3547 * not readied. 3467 * not readied.
3548 */ 3468 */
3549void 3469void
3550player_unready_range_ob (player *pl, object *ob) 3470player_unready_range_ob (player *pl, object *ob)
3551{ 3471{
3552 rangetype i; 3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3553 3474
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3475 if (pl->combat_ob == ob)
3555 { 3476 pl->combat_ob = 0;
3477
3556 if (pl->ranges[i] == ob) 3478 if (pl->ranged_ob == ob)
3557 { 3479 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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