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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 1.140 by root, Fri May 18 13:15:29 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 SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
272 ob->update_stats (); 294 ob->update_stats ();
295
273 ns->floorbox_update (); 296 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 297 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 298 esrv_add_spells (this, 0);
277 299
278 activate (); 300 activate ();
279 301
293 if (active) 315 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 317
296 INVOKE_PLAYER (DISCONNECT, this); 318 INVOKE_PLAYER (DISCONNECT, this);
297 319
320 ns->reset_stats ();
298 ns->pl = 0; 321 ns->pl = 0;
299 this->ns = 0; 322 ns = 0;
300 } 323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
301 327
302 deactivate (); 328 deactivate ();
303} 329}
304 330
305// the need for this function can be explained 331// the need for this function can be explained
306// by load_object not returning the object 332// by load_object not returning the object
307void 333void
308player::set_object (object *op) 334player::set_object (object *op)
309{ 335{
310 ob = op; 336 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 337 ob->contr = this; /* this aren't yet in archetype */
312 338
313 ob->speed_left = 0.5; 339 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 340 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 341 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} 342}
321 343
322player::player () 344player::player ()
323{ 345{
324 /* There are some elements we want initialised to non zero value - 346 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 347 * we deal with that below this point.
326 */ 348 */
327 outputs_sync = 16; /* Every 2 seconds */ 349 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 350 outputs_count = 4;
329 unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
330 352
331 savebed_map = first_map_path; /* Init. respawn position */ 353 savebed_map = first_map_path; /* Init. respawn position */
332 354
333 gen_sp_armour = 10; 355 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 356 bowtype = bow_normal;
336 petmode = pet_normal; 357 petmode = pet_normal;
337 listening = 10; 358 listening = 10;
338 usekeys = containers; 359 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 360 peaceful = 1; /* default peaceful */
368player::create () 389player::create ()
369{ 390{
370 player *pl = new player; 391 player *pl = new player;
371 392
372 pl->set_object (arch_to_object (get_player_archetype (0))); 393 pl->set_object (arch_to_object (get_player_archetype (0)));
394
395 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
398
373 set_first_map (pl->ob); 399 set_first_map (pl->ob);
374 400
375 return pl; 401 return pl;
376} 402}
377 403
523 x = mon->x; 549 x = mon->x;
524 y = mon->y; 550 y = mon->y;
525 m = mon->map; 551 m = mon->map;
526 dir = rv.direction; 552 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
529 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 557 if (diff > max)
531 return 0; 558 return 0;
559
532 while (diff > 1 && max > 0) 560 while (diff > 1 && max > 0)
533 { 561 {
534 lastx = x; 562 lastx = x;
535 lasty = y; 563 lasty = y;
536 lastmap = m; 564 lastmap = m;
618 max--; 646 max--;
619 lastdir = dir; 647 lastdir = dir;
620 if (!firstdir) 648 if (!firstdir)
621 firstdir = dir; 649 firstdir = dir;
622 } 650 }
651
623 if (diff <= 1) 652 if (diff <= 1)
624 { 653 {
625 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 655 * headed toward player for entire distance.
627 */ 656 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
630 } 659 }
660
631 if (diff > max) 661 if (diff > max)
632 return 0; 662 return 0;
633 } 663 }
664
634 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
635 if (!max) 666 if (!max)
636 return 0; 667 return 0;
637 668
638 return firstdir; 669 return firstdir;
752roll_stat (void) 783roll_stat (void)
753{ 784{
754 int a[4], i, j, k; 785 int a[4], i, j, k;
755 786
756 for (i = 0; i < 4; i++) 787 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 788 a[i] = (int) rndm (6) + 1;
758 789
759 for (i = 0, j = 0, k = 7; i < 4; i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 791 if (a[i] < k)
761 k = a[i], j = i; 792 k = a[i], j = i;
762 793
768} 799}
769 800
770void 801void
771object::roll_stats () 802object::roll_stats ()
772{ 803{
773 int statsort [7]; 804 int statsort [NUM_STATS];
774 805
775 for (;;) 806 for (;;)
776 { 807 {
777 int sum = 0; 808 int sum = 0;
778 for (int i = 7; i--; ) 809 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 810 sum += statsort [i] = roll_stat ();
780 811
781 if (sum >= 82 && sum <= 116) 812 if (sum >= 82 && sum <= 116)
782 break; 813 break;
783 } 814 }
784 815
785 // Sort the stats so that rerolling is easier... 816 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 817 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 818
819 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 820 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];
795 821
796 stats.exp = 0; 822 stats.exp = 0;
797 stats.ac = 0; 823 stats.ac = 0;
798 824
799 stats.hp = stats.maxhp; 825 stats.hp = stats.maxhp;
811} 837}
812 838
813void 839void
814object::swap_stats (int a, int b) 840object::swap_stats (int a, int b)
815{ 841{
816 int tmp = get_attr_value (&contr->orig_stats, a); 842 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);
819 843
844 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 845 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;
827 846
828 //TODO: the following code looks so borked and should, at the very least, 847 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 848 // be merged with the similar code in roll_stats
830 stats.ac = 0; 849 stats.ac = 0;
831 850
862 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
865 * not the class. 884 * not the class.
866 */ 885 */
867int 886void
868key_change_class (object *op, char key) 887player::chargen_race_done ()
869{ 888{
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 */ 889 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
878 891
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 892 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 893 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 894 create_treasure (tl, ob, 0, 0, 0);
882 895
883 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
885 898
886 op->contr->ns->state = ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
887 900
888 if (op->msg) 901 if (ob->msg)
889 op->msg = NULL; 902 ob->msg = 0;
890 903
891 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
892 * to save here. 905 * to save here.
893 */ 906 */
907 {
908 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf); 910 make_path_to_file (buf);
911 }
896 912
897 start_info (op); 913 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 914 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 915 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op); 916 link_player_skills (ob);
901 esrv_send_inventory (op, op); 917 esrv_send_inventory (ob, ob);
902 op->update_stats (); 918 ob->update_stats ();
903 919
904 /* This moves the player to a different start map, if there 920 /* This moves the player to a different start map, if there
905 * is one for this race 921 * is one for this race
906 */ 922 */
907 if (*first_map_ext_path) 923 if (*first_map_ext_path)
908 { 924 {
909 object *tmp; 925 object *tmp;
910 char mapname[MAX_BUF]; 926 char mapname[MAX_BUF];
911 927
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create (); 929 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 930 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x; 931 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = op->y; 932 EXIT_Y (tmp) = ob->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded; 933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the 934 * if the map isn't there, then stay on the
919 * default initial map */ 935 * default initial map */
920 tmp->destroy (); 936 tmp->destroy ();
921 } 937 }
922 else 938 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 939 LOG (llevDebug, "first_map_ext_path not set\n");
940}
924 941
925 return 0; 942void
926 } 943player::chargen_race_next ()
927 944{
928 /* Following actually changes the race - this is the default command 945 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 946 * if we don't match with one of the options above.
930 */ 947 */
931 948
932 tmp_loop = 0; 949 do
933 while (!tmp_loop)
934 { 950 {
935 shstr name = op->name; 951 shstr name = ob->name;
936 int x = op->x, y = op->y; 952 int x = ob->x, y = ob->y;
937 953
938 op->remove_statbonus (); 954 ob->remove_statbonus ();
939 op->remove (); 955 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 956 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 957 ob->arch->clone.copy_to (ob);
942 op->instantiate (); 958 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 959 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 960 ob->name = ob->name_pl = name;
945 op->x = x; 961 ob->x = x;
946 op->y = y; 962 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 963 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 964 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 965 assign (ob->contr->title, ob->arch->clone.name);
950 op->add_statbonus (); 966 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 967 }
968 while (!allowed_class (ob));
953 969
954 update_object (op, UP_OBJ_FACE); 970 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 971 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 972 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 973 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 974 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 975 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} 976}
967 977
968void 978void
969flee_player (object *op) 979flee_player (object *op)
970{ 980{
1017 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 1029 op->enemy = NULL;
1020} 1030}
1021 1031
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* 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 1033 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 1034 * stop.
1026 */ 1035 */
1027int 1036int
1028check_pick (object *op) 1037check_pick (object *op)
1029{ 1038{
1030 object *tmp, *next; 1039 object *tmp, *next;
1031 int stop = 0; 1040 int stop = 0;
1032 int j, k, wvratio; 1041 int wvratio;
1033 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1034 1043
1035 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1037 return 1; 1046 return 1;
1038 1047
1375 * found object is returned. 1384 * found object is returned.
1376 */ 1385 */
1377object * 1386object *
1378find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1379{ 1388{
1380 object *tmp = NULL; 1389 object *tmp = 0;
1381 1390
1382 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1386 return op; 1395 return op;
1396
1387 return tmp; 1397 return tmp;
1388} 1398}
1389 1399
1390/* 1400/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1405 */
1396
1397object * 1406object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1399{ 1408{
1400 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1467 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1477 * op = the shooter
1469 * type = bow->race 1478 * type = bow->race
1470 * dir = fire direction 1479 * dir = fire direction
1471 */ 1480 */
1472
1473object * 1481object *
1474pick_arrow_target (object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1475{ 1483{
1476 object *tmp = NULL; 1484 object *tmp = NULL;
1477 maptile *m; 1485 maptile *m;
1542 */ 1550 */
1543int 1551int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1553{
1546 object *left, *bow; 1554 object *left, *bow;
1547 int bowspeed, mflags; 1555 int mflags;
1548 maptile *m; 1556 maptile *m;
1549 1557
1550 if (!dir) 1558 if (!dir)
1551 { 1559 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1561 return 0;
1554 } 1562 }
1555 1563
1556 if (op->type == PLAYER) 1564 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1565 bow = op->current_weapon;
1558 else 1566 else
1559 { 1567 {
1560 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* 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. 1570 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1575 if (!bow)
1568 { 1576 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1578 return 0;
1571 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1572 } 1588 }
1573 1589
1574 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1575 { 1591 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1593 return 0;
1578 } 1594 }
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 1595
1589 if (arrow == NULL) 1596 if (arrow == NULL)
1590 { 1597 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1599 {
1593 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1601 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 */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1603 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1598 return 0; 1606 return 0;
1599 } 1607 }
1600 } 1608 }
1601 1609
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1626 1634
1627 arrow->set_owner (op); 1635 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1636 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1637 arrow->direction = dir;
1630 1638
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676
1631 if (op->type == PLAYER) 1677 if (op->type == PLAYER)
1632 { 1678 {
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; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1664 } 1686 }
1665 else 1687 else
1666 { 1688 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1689 arrow->level = op->level;
1669 } 1690 arrow->stats.wc -= bow->magic;
1670 1691
1671 if (arrow->attacktype == AT_PHYSICAL) 1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1672 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1696 }
1673 1697
1674 if (bow->slaying) 1698 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1700
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1704
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 m->insert (arrow, sx, sy, op); 1706 m->insert (arrow, sx, sy, op);
1706{ 1731{
1707 int ret = 0, wcmod = 0; 1732 int ret = 0, wcmod = 0;
1708 1733
1709 if (op->contr->bowtype == bow_bestarrow) 1734 if (op->contr->bowtype == bow_bestarrow)
1710 { 1735 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1737 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1739 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1; 1741 wcmod = -1;
1726 else if (op->contr->bowtype == bow_spreadshot) 1751 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1752 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 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); 1754 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); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1756 }
1733 else 1757 else
1734 { 1758 {
1735 /* Simple case */ 1759 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1761 }
1762
1738 return ret; 1763 return ret;
1739} 1764}
1740
1741 1765
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
1744 */ 1768 */
1745void 1769void
1746fire_misc_object (object *op, int dir) 1770fire_misc_object (object *op, int dir)
1747{ 1771{
1748 object *item; 1772 object *item = op->contr->ranged_ob;
1749 1773
1750 if (!op->contr->ranges[range_misc]) 1774 if (!item)
1751 { 1775 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1777 return;
1754 } 1778 }
1755 1779
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1780 if (!item->inv)
1758 { 1781 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1783 return;
1761 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
1762 if (item->type == WAND) 1789 if (item->type == WAND)
1763 { 1790 {
1764 if (item->stats.food <= 0) 1791 if (item->stats.food <= 0)
1765 { 1792 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
1768 return; 1796 return;
1769 } 1797 }
1770 } 1798 }
1771 else if (item->type == ROD || item->type == HORN) 1799 else if (item->type == ROD || item->type == HORN)
1772 { 1800 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 { 1802 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
1776 if (item->type == ROD) 1805 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)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1807 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
1780 return; 1810 return;
1781 } 1811 }
1782 } 1812 }
1783 1813
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1814 if (cast_spell (op, item, dir, item->inv, NULL))
1815 1845
1816 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1847 if (action_makes_visible (op))
1818 make_visible (op); 1848 make_visible (op);
1819 1849
1820 switch (op->contr->shoottype) 1850 player *pl = op->contr;
1851
1852 if (pl->golem)
1821 { 1853 {
1822 case range_none: 1854 control_golem (op->contr->golem, dir);
1823 return; 1855 return;
1856 }
1824 1857
1825 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
1826 player_fire_bow (op, dir); 1869 player_fire_bow (op, dir);
1827 return; 1870 break;
1828 1871
1829 case range_magic: /* Casting spells */ 1872 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1874 break;
1832 1875
1833 case range_misc: 1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
1834 fire_misc_object (op, dir); 1885 fire_misc_object (op, dir);
1835 return; 1886 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 } 1887 }
1864} 1888}
1865
1866
1867 1889
1868/* find_key 1890/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1891 * 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 1892 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1895 * pl is the player,
1874 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
1877 */ 1899 */
1878
1879object * 1900object *
1880find_key (object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
1881{ 1902{
1882 object *tmp, *key; 1903 object *tmp, *key;
1883 1904
1884 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1906 if (!container->inv)
1886 return NULL; 1907 return 0;
1887 1908
1888 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1911 {
1891 if (door->type == DOOR && tmp->type == KEY) 1912 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1913 break;
1893 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1895 */ 1916 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1918 break;
1898 } 1919 }
1920
1899 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1922 /* 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 1923 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1924 * a key, return
1903 */ 1925 */
1904 if (!tmp) 1926 if (!tmp)
1905 { 1927 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1929 {
1908 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1931 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1932 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1933 if ((key = find_key (pl, tmp, door)))
1912 return key; 1934 return key;
1913 } 1935 }
1914 } 1936 }
1937
1915 if (!tmp) 1938 if (!tmp)
1916 return NULL; 1939 return NULL;
1917 } 1940 }
1941
1918 /* We get down here if we have found a key. Now if its in a container, 1942 /* 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 1943 * see if we actually want to use it
1920 */ 1944 */
1921 if (pl != container) 1945 if (pl != container)
1922 { 1946 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1967 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)); 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1969 return NULL;
1946 } 1970 }
1947 } 1971 }
1972
1948 return tmp; 1973 return tmp;
1949} 1974}
1950 1975
1951/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1966 if (key) 1991 if (key)
1967 { 1992 {
1968 object *container = key->env; 1993 object *container = key->env;
1969 1994
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1971 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
1972 make_visible (op); 1998 make_visible (op);
1999
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
2002
1975 if (door->type == DOOR) 2003 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
1980 { 2006 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 2007 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 ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
1983 } 2009 }
2010
1984 /* Do this after we print the message */ 2011 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
1987 if (container != op) 2014 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
1989 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
1990 } 2018 }
1991 else if (door->type == LOCKED_DOOR) 2019 else if (door->type == LOCKED_DOOR)
1992 { 2020 {
1993 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2023 return 1;
1996 } 2024 }
2025
1997 return 0; 2026 return 0;
1998} 2027}
1999 2028
2000/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2005 */ 2034 */
2006void 2035void
2007move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2008{ 2037{
2009 object *tmp, *mon; 2038 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2039 int on_battleground;
2012 maptile *m; 2040 maptile *m;
2013 2041
2014 nx = freearr_x[dir] + op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2016 2044
2017 on_battleground = op_on_battleground (op, 0, 0); 2045 on_battleground = op_on_battleground (op, 0, 0);
2018 2046
2019 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * map, attack it. Note order of if statement is important - don't
2085 2113
2086 /* If the creature is a pet, push it even if the player is not 2114 /* 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 2115 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2089 */ 2117 */
2090 if ((op->type == PLAYER) 2118 if (op->type == PLAYER
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr 2119 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2095#else
2096 && mon->owner == op 2121 || mon->owner == op)
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 { 2123 {
2100 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced) 2125 if (op->contr->braced)
2102 return; 2126 return;
2103 2127
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide) 2130 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op); 2131 make_visible (op);
2108 2132
2109 return; 2133 return;
2110 } 2134 }
2112 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2139 * attack them either.
2116 */ 2140 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2143 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2145 && !on_battleground))
2128 { 2146 {
2129 if (!op->contr->braced) 2147 if (!op->contr->braced)
2130 { 2148 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op); 2150 push_ob (mon, dir, op);
2155 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2174 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2175 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))) 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2177 {
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) 2178 if (!op->contr->has_hit)
2167 { 2179 {
2180 op->contr->has_hit = 1;
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2181 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 } 2182 }
2172 2183
2173 skill_attack (mon, op, 0, 0, 0); 2184 skill_attack (mon, op, 0, 0, 0);
2174 2185
2175 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2207 return 0; 2218 return 0;
2208 } 2219 }
2209 2220
2210 /* peterm: added following line */ 2221 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2224
2214 op->facing = dir; 2225 op->facing = dir;
2215 2226
2216 if (op->hide) 2227 if (op->hide)
2217 do_hidden_move (op); 2228 do_hidden_move (op);
2250 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2251 */ 2262 */
2252int 2263int
2253handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2254{ 2265{
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)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2267 {
2277 flee_player (op); 2268 flee_player (op);
2269
2278 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2271 if (op->flag [FLAG_SCARED])
2280 { 2272 {
2281 op->speed_left--; 2273 --op->speed_left;
2282 return 0; 2274 return 0;
2283 } 2275 }
2284 } 2276 }
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 2277
2294 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2280 * called, so we recheck it here.
2297 */ 2281 */
2298 if (op->contr->ns->handle_command ()) 2282 if (op->contr->ns->handle_command ())
2299 return 1; 2283 return 1;
2300 2284
2301 if (op->speed_left > 0) 2285 if (op->speed_left > 0.f)
2302 { 2286 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 { 2288 {
2305 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--; 2290 --op->speed_left;
2307 2291
2308 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2311 */ 2295 */
2312 move_player (op, op->direction); 2296 move_player (op, op->direction);
2313 2297
2314 return op->speed_left > 0; 2298 return op->speed_left > 0.f;
2315 } 2299 }
2316 } 2300 }
2317 2301
2318 return 0; 2302 return 0;
2319} 2303}
2358 * from. 2342 * from.
2359 */ 2343 */
2360void 2344void
2361remove_unpaid_objects (object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2362{ 2346{
2363 object *next;
2364
2365 while (op) 2347 while (op)
2366 { 2348 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 2350
2369 if (QUERY_FLAG (op, FLAG_UNPAID)) 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 int rate_grace = 2000; 2417 int rate_grace = 2000;
2436 const int max_hp = 1; 2418 const int max_hp = 1;
2437 const int max_sp = 1; 2419 const int max_sp = 1;
2438 const int max_grace = 1; 2420 const int max_grace = 1;
2439 2421
2440 if (op->contr->outputs_sync) 2422 if (op->contr->hidden)
2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2441 { 2431 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2432 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) 2433 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2445 } 2439 }
2446 2440
2447 if (op->contr->ns->state == ST_PLAYING) 2441 if (op->contr->ns->state == ST_PLAYING)
2448 { 2442 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 } 2467 }
2474 2468
2475 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2470 if (!op->contr->golem && --op->last_sp < 0)
2477 { 2471 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2472 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) 2473 if (op->stats.sp < op->stats.maxsp)
2480 { 2474 {
2481 op->stats.sp++; 2475 op->stats.sp++;
2579 } 2573 }
2580 2574
2581 /* Digestion */ 2575 /* Digestion */
2582 if (--op->last_eat < 0) 2576 if (--op->last_eat < 0)
2583 { 2577 {
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; 2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2579
2591 if (op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593 else 2582 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2699 tmp->name = buf; 2688 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " 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); 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2692 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2693 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2695 tmp->insert_at (op, tmp);
2707 } 2696 }
2708 2697
2709 /* teleport defeated player to new destination */ 2698 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2906 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2898
2910 /* 2899 /*
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 2900 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2901 * and put them back in the map.
2914 */ 2902 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
2918 2904
2919 /****************************************/ 2905 /****************************************/
2920 /* */ 2906 /* */
2921 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
2942 object *force; 2928 object *force;
2943 int at; 2929 int at;
2944 2930
2945 force = get_archetype (FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2933 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2934 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2936 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2938 force->resist[at] = 100;
2953 2939
2962void 2948void
2963loot_object (object *op) 2949loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2950{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2951 object *tmp, *tmp2, *next;
2966 2952
2967 if (op->container) 2953 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2954
2970 for (tmp = op->inv; tmp; tmp = next) 2955 for (tmp = op->inv; tmp; tmp = next)
2971 { 2956 {
2972 next = tmp->below; 2957 next = tmp->below;
2973 2958
2974 if (tmp->invisible) 2959 if (tmp->invisible)
2975 continue; 2960 continue;
2976 2961
2977 tmp->remove (); 2962 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2964
2979 if (tmp->type == CONTAINER) 2965 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2966 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2967
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2969 {
2985 if (tmp->nrof > 1) 2970 if (tmp->nrof > 1)
2986 { 2971 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy (); 2973 tmp2->destroy ();
2999/* 2984/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2987 * was changed.
3003 */ 2988 */
3004
3005void 2989void
3006fix_weight (void) 2990fix_weight (void)
3007{ 2991{
3008 for_all_players (pl) 2992 for_all_players (pl)
3009 { 2993 {
3069 if (op->type == PLAYER) 3053 if (op->type == PLAYER)
3070 { 3054 {
3071 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3056 op->contr->invis_race = 0;
3073 } 3057 }
3058
3074 update_object (op, UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3075} 3060}
3076 3061
3077int 3062int
3078is_true_undead (object *op) 3063is_true_undead (object *op)
3079{ 3064{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3066 return 1;
3084 3067
3085 return 0; 3068 return 0;
3086} 3069}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3358 int i = 0, j = 0;
3376 3359
3377 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3386 3369
3387 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3388 return; 3371 return;
3389 3372
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3505 * not readied.
3523 */ 3506 */
3524void 3507void
3525player_unready_range_ob (player *pl, object *ob) 3508player_unready_range_ob (player *pl, object *ob)
3526{ 3509{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3512
3513 if (pl->combat_ob == ob)
3514 pl->combat_ob = 0;
3515
3528 if (pl->ranges[i] == ob) 3516 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3517 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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