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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
194 return; 199 return;
195 200
196 terminate_all_pets (ob); 201 terminate_all_pets (ob);
197 remove_friendly_object (ob); 202 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
199 ob->remove (); 208 ob->remove ();
200 ob->map = 0; 209 ob->map = 0;
210 party = 0;
201 211
202 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 213
205 players.erase (this); 214 players.erase (this);
206} 215}
207 216
208// connect the player with a specific client 217// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
210void 219void
211player::connect (client *ns) 220player::connect (client *ns)
212{ 221{
213 this->ns = ns; 222 this->ns = ns;
214 ns->pl = this; 223 ns->pl = this;
215 224
216 run_on = 0; 225 run_on = 0;
217 fire_on = 0; 226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
218 228
219 ns->update_look = 0; 229 ns->update_look = 0;
220 ns->look_position = 0; 230 ns->look_position = 0;
221 231
222 clear_los (ob); 232 clear_los (ob);
225 235
226 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
229 239
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 241 link_player_skills (ob);
235 242
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 244
238 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 246
250 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
252 { 249 {
253 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
267 264
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 266
270 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
271 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
272 ob->update_stats (); 293 ob->update_stats ();
294
273 ns->floorbox_update (); 295 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
277 298
278 activate (); 299 activate ();
279 300
293 if (active) 314 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 316
296 INVOKE_PLAYER (DISCONNECT, this); 317 INVOKE_PLAYER (DISCONNECT, this);
297 318
319 ns->reset_stats ();
298 ns->pl = 0; 320 ns->pl = 0;
299 this->ns = 0; 321 ns = 0;
300 } 322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
301 326
302 deactivate (); 327 deactivate ();
303} 328}
304 329
305// the need for this function can be explained 330// the need for this function can be explained
306// by load_object not returning the object 331// by load_object not returning the object
307void 332void
308player::set_object (object *op) 333player::set_object (object *op)
309{ 334{
310 ob = op; 335 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
312 337
313 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 339 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320} 341}
321 342
322player::player () 343player::player ()
323{ 344{
324 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 346 * we deal with that below this point.
326 */ 347 */
327 outputs_sync = 16; /* Every 2 seconds */ 348 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 349 outputs_count = 4;
329 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
330 351
331 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
332 353
333 gen_sp_armour = 10; 354 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 355 bowtype = bow_normal;
336 petmode = pet_normal; 356 petmode = pet_normal;
337 listening = 10; 357 listening = 10;
338 usekeys = containers; 358 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
368player::create () 388player::create ()
369{ 389{
370 player *pl = new player; 390 player *pl = new player;
371 391
372 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
373 set_first_map (pl->ob); 398 set_first_map (pl->ob);
374 399
375 return pl; 400 return pl;
376} 401}
377 402
523 x = mon->x; 548 x = mon->x;
524 y = mon->y; 549 y = mon->y;
525 m = mon->map; 550 m = mon->map;
526 dir = rv.direction; 551 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
529 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 556 if (diff > max)
531 return 0; 557 return 0;
558
532 while (diff > 1 && max > 0) 559 while (diff > 1 && max > 0)
533 { 560 {
534 lastx = x; 561 lastx = x;
535 lasty = y; 562 lasty = y;
536 lastmap = m; 563 lastmap = m;
618 max--; 645 max--;
619 lastdir = dir; 646 lastdir = dir;
620 if (!firstdir) 647 if (!firstdir)
621 firstdir = dir; 648 firstdir = dir;
622 } 649 }
650
623 if (diff <= 1) 651 if (diff <= 1)
624 { 652 {
625 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 654 * headed toward player for entire distance.
627 */ 655 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 658 }
659
631 if (diff > max) 660 if (diff > max)
632 return 0; 661 return 0;
633 } 662 }
663
634 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
635 if (!max) 665 if (!max)
636 return 0; 666 return 0;
637 667
638 return firstdir; 668 return firstdir;
752roll_stat (void) 782roll_stat (void)
753{ 783{
754 int a[4], i, j, k; 784 int a[4], i, j, k;
755 785
756 for (i = 0; i < 4; i++) 786 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 787 a[i] = (int) rndm (6) + 1;
758 788
759 for (i = 0, j = 0, k = 7; i < 4; i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 790 if (a[i] < k)
761 k = a[i], j = i; 791 k = a[i], j = i;
762 792
768} 798}
769 799
770void 800void
771object::roll_stats () 801object::roll_stats ()
772{ 802{
773 int statsort [7]; 803 int statsort [NUM_STATS];
774 804
775 for (;;) 805 for (;;)
776 { 806 {
777 int sum = 0; 807 int sum = 0;
778 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
780 810
781 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
782 break; 812 break;
783 } 813 }
784 814
785 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 817
818 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 820
796 stats.exp = 0; 821 stats.exp = 0;
797 stats.ac = 0; 822 stats.ac = 0;
798 823
799 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
811} 836}
812 837
813void 838void
814object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
815{ 840{
816 int tmp = get_attr_value (&contr->orig_stats, a); 841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 842
843 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 844 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 845
828 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
830 stats.ac = 0; 848 stats.ac = 0;
831 849
862 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
865 * not the class. 883 * not the class.
866 */ 884 */
867int 885void
868key_change_class (object *op, char key) 886player::chargen_race_done ()
869{ 887{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 890
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 892 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
882 894
883 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
885 897
886 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
887 899
888 if (op->msg) 900 if (ob->msg)
889 op->msg = NULL; 901 ob->msg = 0;
890 902
891 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
892 * to save here. 904 * to save here.
893 */ 905 */
906 {
907 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
896 911
897 start_info (op); 912 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 915 link_player_skills (ob);
901 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
902 op->update_stats (); 917 ob->update_stats ();
903 918
904 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
905 * is one for this race 920 * is one for this race
906 */ 921 */
907 if (*first_map_ext_path) 922 if (*first_map_ext_path)
908 { 923 {
909 object *tmp; 924 object *tmp;
910 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
911 926
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create (); 928 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
919 * default initial map */ 934 * default initial map */
920 tmp->destroy (); 935 tmp->destroy ();
921 } 936 }
922 else 937 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
924 940
925 return 0; 941void
926 } 942player::chargen_race_next ()
927 943{
928 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
930 */ 946 */
931 947
932 tmp_loop = 0; 948 do
933 while (!tmp_loop)
934 { 949 {
935 shstr name = op->name; 950 shstr name = ob->name;
936 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
937 952
938 op->remove_statbonus (); 953 ob->remove_statbonus ();
939 op->remove (); 954 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 957 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
945 op->x = x; 960 ob->x = x;
946 op->y = y; 961 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 965 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 966 }
967 while (!allowed_class (ob));
953 968
954 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 971 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 974 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 975}
967 976
968void 977void
969flee_player (object *op) 978flee_player (object *op)
970{ 979{
1017 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1028 op->enemy = NULL;
1020} 1029}
1021 1030
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 1033 * stop.
1026 */ 1034 */
1027int 1035int
1028check_pick (object *op) 1036check_pick (object *op)
1029{ 1037{
1030 object *tmp, *next; 1038 object *tmp, *next;
1031 int stop = 0; 1039 int stop = 0;
1032 int j, k, wvratio; 1040 int wvratio;
1033 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1034 1042
1035 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1037 return 1; 1045 return 1;
1038 1046
1375 * found object is returned. 1383 * found object is returned.
1376 */ 1384 */
1377object * 1385object *
1378find_arrow (object *op, const char *type) 1386find_arrow (object *op, const char *type)
1379{ 1387{
1380 object *tmp = NULL; 1388 object *tmp = 0;
1381 1389
1382 for (op = op->inv; op; op = op->below) 1390 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1393 else if (op->type == ARROW && op->race == type)
1386 return op; 1394 return op;
1395
1387 return tmp; 1396 return tmp;
1388} 1397}
1389 1398
1390/* 1399/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1404 */
1396
1397object * 1405object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1407{
1400 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1467 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1476 * op = the shooter
1469 * type = bow->race 1477 * type = bow->race
1470 * dir = fire direction 1478 * dir = fire direction
1471 */ 1479 */
1472
1473object * 1480object *
1474pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1475{ 1482{
1476 object *tmp = NULL; 1483 object *tmp = NULL;
1477 maptile *m; 1484 maptile *m;
1542 */ 1549 */
1543int 1550int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1552{
1546 object *left, *bow; 1553 object *left, *bow;
1547 int bowspeed, mflags; 1554 int mflags;
1548 maptile *m; 1555 maptile *m;
1549 1556
1550 if (!dir) 1557 if (!dir)
1551 { 1558 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1560 return 0;
1554 } 1561 }
1555 1562
1556 if (op->type == PLAYER) 1563 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1558 else 1565 else
1559 { 1566 {
1560 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1574 if (!bow)
1568 { 1575 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1577 return 0;
1571 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1572 } 1587 }
1573 1588
1574 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1575 { 1590 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1592 return 0;
1578 } 1593 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1594
1589 if (arrow == NULL) 1595 if (arrow == NULL)
1590 { 1596 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1598 {
1593 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1602 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1598 return 0; 1605 return 0;
1599 } 1606 }
1600 } 1607 }
1601 1608
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1633
1627 arrow->set_owner (op); 1634 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1636 arrow->direction = dir;
1630 1637
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1631 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1632 { 1677 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1664 } 1685 }
1665 else 1686 else
1666 { 1687 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1688 arrow->level = op->level;
1669 } 1689 arrow->stats.wc -= bow->magic;
1670 1690
1671 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1672 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1673 1696
1674 if (bow->slaying) 1697 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1703
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1706{ 1730{
1707 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1708 1732
1709 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1710 { 1734 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1736 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1738 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1740 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1751 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1755 }
1733 else 1756 else
1734 { 1757 {
1735 /* Simple case */ 1758 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1760 }
1761
1738 return ret; 1762 return ret;
1739} 1763}
1740
1741 1764
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1744 */ 1767 */
1745void 1768void
1746fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1747{ 1770{
1748 object *item; 1771 object *item = op->contr->ranged_ob;
1749 1772
1750 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1751 { 1774 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1776 return;
1754 } 1777 }
1755 1778
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1779 if (!item->inv)
1758 { 1780 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1782 return;
1761 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1762 if (item->type == WAND) 1788 if (item->type == WAND)
1763 { 1789 {
1764 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1765 { 1791 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1768 return; 1795 return;
1769 } 1796 }
1770 } 1797 }
1771 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1772 { 1799 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1801 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1776 if (item->type == ROD) 1804 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1806 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1780 return; 1809 return;
1781 } 1810 }
1782 } 1811 }
1783 1812
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1815 1844
1816 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1818 make_visible (op); 1847 make_visible (op);
1819 1848
1820 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1821 { 1852 {
1822 case range_none: 1853 control_golem (op->contr->golem, dir);
1823 return; 1854 return;
1855 }
1824 1856
1825 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1826 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1827 return; 1869 break;
1828 1870
1829 case range_magic: /* Casting spells */ 1871 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1873 break;
1832 1874
1833 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1834 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1835 return; 1885 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1886 }
1864} 1887}
1865
1866
1867 1888
1868/* find_key 1889/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1894 * pl is the player,
1874 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1877 */ 1898 */
1878
1879object * 1899object *
1880find_key (object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1881{ 1901{
1882 object *tmp, *key; 1902 object *tmp, *key;
1883 1903
1884 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1905 if (!container->inv)
1886 return NULL; 1906 return 0;
1887 1907
1888 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1910 {
1891 if (door->type == DOOR && tmp->type == KEY) 1911 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1912 break;
1893 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1895 */ 1915 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1917 break;
1898 } 1918 }
1919
1899 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1923 * a key, return
1903 */ 1924 */
1904 if (!tmp) 1925 if (!tmp)
1905 { 1926 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1928 {
1908 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1930 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1931 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1932 if ((key = find_key (pl, tmp, door)))
1912 return key; 1933 return key;
1913 } 1934 }
1914 } 1935 }
1936
1915 if (!tmp) 1937 if (!tmp)
1916 return NULL; 1938 return NULL;
1917 } 1939 }
1940
1918 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1942 * see if we actually want to use it
1920 */ 1943 */
1921 if (pl != container) 1944 if (pl != container)
1922 { 1945 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1968 return NULL;
1946 } 1969 }
1947 } 1970 }
1971
1948 return tmp; 1972 return tmp;
1949} 1973}
1950 1974
1951/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1966 if (key) 1990 if (key)
1967 { 1991 {
1968 object *container = key->env; 1992 object *container = key->env;
1969 1993
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1971 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1972 make_visible (op); 1997 make_visible (op);
1998
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
2001
1975 if (door->type == DOOR) 2002 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 2004 else if (door->type == LOCKED_DOOR)
1980 { 2005 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982 remove_door2 (door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1983 } 2008 }
2009
1984 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1987 if (container != op) 2013 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
1989 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
1990 } 2017 }
1991 else if (door->type == LOCKED_DOOR) 2018 else if (door->type == LOCKED_DOOR)
1992 { 2019 {
1993 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2022 return 1;
1996 } 2023 }
2024
1997 return 0; 2025 return 0;
1998} 2026}
1999 2027
2000/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2005 */ 2033 */
2006void 2034void
2007move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2008{ 2036{
2009 object *tmp, *mon; 2037 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2038 int on_battleground;
2012 maptile *m; 2039 maptile *m;
2013 2040
2014 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2016 2043
2017 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2018 2045
2019 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2085 2112
2086 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2089 */ 2116 */
2090 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2120 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2122 {
2100 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2124 if (op->contr->braced)
2102 return; 2125 return;
2103 2126
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2130 make_visible (op);
2108 2131
2109 return; 2132 return;
2110 } 2133 }
2112 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2138 * attack them either.
2116 */ 2139 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2142 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2144 && !on_battleground))
2128 { 2145 {
2129 if (!op->contr->braced) 2146 if (!op->contr->braced)
2130 { 2147 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2155 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2173 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2176 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2167 { 2178 {
2179 op->contr->has_hit = 1;
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 } 2181 }
2172 2182
2173 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2174 2184
2175 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2207 return 0; 2217 return 0;
2208 } 2218 }
2209 2219
2210 /* peterm: added following line */ 2220 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2223
2214 op->facing = dir; 2224 op->facing = dir;
2215 2225
2216 if (op->hide) 2226 if (op->hide)
2217 do_hidden_move (op); 2227 do_hidden_move (op);
2250 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2251 */ 2261 */
2252int 2262int
2253handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2254{ 2264{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2266 {
2277 flee_player (op); 2267 flee_player (op);
2268
2278 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2280 { 2271 {
2281 op->speed_left--; 2272 --op->speed_left;
2282 return 0; 2273 return 0;
2283 } 2274 }
2284 } 2275 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2276
2294 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2279 * called, so we recheck it here.
2297 */ 2280 */
2298 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2299 return 1; 2282 return 1;
2300 2283
2301 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2302 { 2285 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 { 2287 {
2305 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--; 2289 --op->speed_left;
2307 2290
2308 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2311 */ 2294 */
2312 move_player (op, op->direction); 2295 move_player (op, op->direction);
2313 2296
2314 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2315 } 2298 }
2316 } 2299 }
2317 2300
2318 return 0; 2301 return 0;
2319} 2302}
2358 * from. 2341 * from.
2359 */ 2342 */
2360void 2343void
2361remove_unpaid_objects (object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2362{ 2345{
2363 object *next;
2364
2365 while (op) 2346 while (op)
2366 { 2347 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2349
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2416 int rate_grace = 2000;
2436 const int max_hp = 1; 2417 const int max_hp = 1;
2437 const int max_sp = 1; 2418 const int max_sp = 1;
2438 const int max_grace = 1; 2419 const int max_grace = 1;
2439 2420
2440 if (op->contr->outputs_sync) 2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2441 { 2430 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2432 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2445 } 2438 }
2446 2439
2447 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2448 { 2441 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2466 }
2474 2467
2475 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2470 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2480 { 2473 {
2481 op->stats.sp++; 2474 op->stats.sp++;
2579 } 2572 }
2580 2573
2581 /* Digestion */ 2574 /* Digestion */
2582 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2583 { 2576 {
2584#ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2578
2591 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593 else 2581 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2699 tmp->name = buf; 2687 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2691 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2692 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2694 tmp->insert_at (op, tmp);
2707 } 2695 }
2708 2696
2709 /* teleport defeated player to new destination */ 2697 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2897
2910 /* 2898 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2899 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2900 * and put them back in the map.
2914 */ 2901 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2918 2903
2919 /****************************************/ 2904 /****************************************/
2920 /* */ 2905 /* */
2921 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2942 object *force; 2927 object *force;
2943 int at; 2928 int at;
2944 2929
2945 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2932 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2937 force->resist[at] = 100;
2953 2938
2962void 2947void
2963loot_object (object *op) 2948loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2949{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2950 object *tmp, *tmp2, *next;
2966 2951
2967 if (op->container) 2952 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2953
2970 for (tmp = op->inv; tmp; tmp = next) 2954 for (tmp = op->inv; tmp; tmp = next)
2971 { 2955 {
2972 next = tmp->below; 2956 next = tmp->below;
2973 2957
2974 if (tmp->invisible) 2958 if (tmp->invisible)
2975 continue; 2959 continue;
2976 2960
2977 tmp->remove (); 2961 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2962 tmp->x = op->x, tmp->y = op->y;
2963
2979 if (tmp->type == CONTAINER) 2964 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2965 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2966
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2968 {
2985 if (tmp->nrof > 1) 2969 if (tmp->nrof > 1)
2986 { 2970 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2972 tmp2->destroy ();
2999/* 2983/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2986 * was changed.
3003 */ 2987 */
3004
3005void 2988void
3006fix_weight (void) 2989fix_weight (void)
3007{ 2990{
3008 for_all_players (pl) 2991 for_all_players (pl)
3009 { 2992 {
3069 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3070 { 3053 {
3071 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3073 } 3056 }
3057
3074 update_object (op, UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3075} 3059}
3076 3060
3077int 3061int
3078is_true_undead (object *op) 3062is_true_undead (object *op)
3079{ 3063{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3065 return 1;
3084 3066
3085 return 0; 3067 return 0;
3086} 3068}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3357 int i = 0, j = 0;
3376 3358
3377 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3386 3368
3387 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3388 return; 3370 return;
3389 3371
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3504 * not readied.
3523 */ 3505 */
3524void 3506void
3525player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3526{ 3508{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3528 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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