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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.117 by root, Sun Apr 29 21:44:35 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
199 ob->remove (); 203 ob->remove ();
200 ob->map = 0; 204 ob->map = 0;
205 party = 0;
201 206
202 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 208 ranges [range_skill] = 0;
204 209
205 players.erase (this); 210 players.erase (this);
213 this->ns = ns; 218 this->ns = ns;
214 ns->pl = this; 219 ns->pl = this;
215 220
216 run_on = 0; 221 run_on = 0;
217 fire_on = 0; 222 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 223 ob->close_container (); //TODO: client-specific
219 224
220 ns->update_look = 0; 225 ns->update_look = 0;
221 ns->look_position = 0; 226 ns->look_position = 0;
222 227
223 clear_los (ob); 228 clear_los (ob);
226 231
227 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
230 235
231 if (!legal_range (ob, shoottype)) 236 if (!legal_range (shoottype))
232 shoottype = range_none; 237 shoottype = range_none;
233 238
234 ob->carrying = sum_weight (ob); 239 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 240 link_player_skills (ob);
236 241
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 243
239 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 245
251 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
253 { 248 {
254 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
296 291
297 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
298 293
299 ns->reset_stats (); 294 ns->reset_stats ();
300 ns->pl = 0; 295 ns->pl = 0;
301 this->ns = 0; 296 ns = 0;
302 } 297 }
303 298
299 if (ob)
304 ob->container = 0; //TODO: client-specific 300 ob->close_container (); //TODO: client-specific
301
305 deactivate (); 302 deactivate ();
306} 303}
307 304
308// the need for this function can be explained 305// the need for this function can be explained
309// by load_object not returning the object 306// by load_object not returning the object
310void 307void
311player::set_object (object *op) 308player::set_object (object *op)
312{ 309{
313 ob = op; 310 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
315 312
316 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
317 ob->speed = 1.0; 314 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323} 316}
324 317
325player::player () 318player::player ()
326{ 319{
327 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 321 * we deal with that below this point.
329 */ 322 */
330 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
332 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
333 326
334 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
335 328
336 gen_sp_armour = 10; 329 gen_sp_armour = 10;
371player::create () 364player::create ()
372{ 365{
373 player *pl = new player; 366 player *pl = new player;
374 367
375 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
376 set_first_map (pl->ob); 374 set_first_map (pl->ob);
377 375
378 return pl; 376 return pl;
379} 377}
380 378
526 x = mon->x; 524 x = mon->x;
527 y = mon->y; 525 y = mon->y;
528 m = mon->map; 526 m = mon->map;
529 dir = rv.direction; 527 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
532 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 532 if (diff > max)
534 return 0; 533 return 0;
534
535 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
536 { 536 {
537 lastx = x; 537 lastx = x;
538 lasty = y; 538 lasty = y;
539 lastmap = m; 539 lastmap = m;
621 max--; 621 max--;
622 lastdir = dir; 622 lastdir = dir;
623 if (!firstdir) 623 if (!firstdir)
624 firstdir = dir; 624 firstdir = dir;
625 } 625 }
626
626 if (diff <= 1) 627 if (diff <= 1)
627 { 628 {
628 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 630 * headed toward player for entire distance.
630 */ 631 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 634 }
635
634 if (diff > max) 636 if (diff > max)
635 return 0; 637 return 0;
636 } 638 }
639
637 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
638 if (!max) 641 if (!max)
639 return 0; 642 return 0;
640 643
641 return firstdir; 644 return firstdir;
755roll_stat (void) 758roll_stat (void)
756{ 759{
757 int a[4], i, j, k; 760 int a[4], i, j, k;
758 761
759 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
761 764
762 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 766 if (a[i] < k)
764 k = a[i], j = i; 767 k = a[i], j = i;
765 768
865 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
868 * not the class. 871 * not the class.
869 */ 872 */
870int 873void
871key_change_class (object *op, char key) 874player::chargen_race_done ()
872{ 875{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 878
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 880 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
885 882
886 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
888 885
889 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
890 887
891 if (op->msg) 888 if (ob->msg)
892 op->msg = NULL; 889 ob->msg = 0;
893 890
894 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
895 * to save here. 892 * to save here.
896 */ 893 */
894 {
895 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
899 899
900 start_info (op); 900 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 903 link_player_skills (ob);
904 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
905 op->update_stats (); 905 ob->update_stats ();
906 906
907 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
908 * is one for this race 908 * is one for this race
909 */ 909 */
910 if (*first_map_ext_path) 910 if (*first_map_ext_path)
911 { 911 {
912 object *tmp; 912 object *tmp;
913 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
914 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
922 * default initial map */ 922 * default initial map */
923 tmp->destroy (); 923 tmp->destroy ();
924 } 924 }
925 else 925 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
927 928
928 return 0; 929void
929 } 930player::chargen_race_next ()
930 931{
931 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
933 */ 934 */
934 935
935 tmp_loop = 0; 936 do
936 while (!tmp_loop)
937 { 937 {
938 shstr name = op->name; 938 shstr name = ob->name;
939 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
940 940
941 op->remove_statbonus (); 941 ob->remove_statbonus ();
942 op->remove (); 942 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 945 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
948 op->x = x; 948 ob->x = x;
949 op->y = y; 949 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 953 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 954 }
955 while (!allowed_class (ob));
956 956
957 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 959 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 962 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 963}
970 964
971void 965void
972flee_player (object *op) 966flee_player (object *op)
973{ 967{
1030int 1024int
1031check_pick (object *op) 1025check_pick (object *op)
1032{ 1026{
1033 object *tmp, *next; 1027 object *tmp, *next;
1034 int stop = 0; 1028 int stop = 0;
1035 int j, k, wvratio; 1029 int wvratio;
1036 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1037 1031
1038 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1040 return 1; 1034 return 1;
1041 1035
1378 * found object is returned. 1372 * found object is returned.
1379 */ 1373 */
1380object * 1374object *
1381find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1382{ 1376{
1383 object *tmp = NULL; 1377 object *tmp = 0;
1384 1378
1385 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1389 return op; 1383 return op;
1384
1390 return tmp; 1385 return tmp;
1391} 1386}
1392 1387
1393/* 1388/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1393 */
1399
1400object * 1394object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1396{
1403 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1596 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1593 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1601 return 0; 1596 return 0;
1602 } 1597 }
1603 } 1598 }
1604 1599
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats (); 1632 op->update_stats ();
1638 } 1633 }
1639 1634
1640 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1644 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1646 1643
1647 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652 1645
1653 /* update the speed */ 1646 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656 1649
1657 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1659 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1660 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1661 { 1656 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1667 } 1662 }
1668 else 1663 else
1669 { 1664 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1665 arrow->level = op->level;
1672 } 1666 arrow->stats.wc -= bow->magic;
1673 1667
1674 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1675 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679 1675
1680 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1678
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1836 case range_misc: 1832 case range_misc:
1837 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1838 return; 1834 return;
1839 1835
1840 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1848 return; 1838 return;
1849 1839
1850 case range_skill: 1840 case range_skill:
1851 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1852 { 1842 {
1853 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1855 return; 1846 return;
1856 } 1847 }
1857 1848
1858 do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return; 1850 return;
1863 default: 1854 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return; 1856 return;
1866 } 1857 }
1867} 1858}
1868
1869
1870 1859
1871/* find_key 1860/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1865 * pl is the player,
1877 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1880 */ 1869 */
1881
1882object * 1870object *
1883find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1884{ 1872{
1885 object *tmp, *key; 1873 object *tmp, *key;
1886 1874
1887 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1876 if (!container->inv)
1889 return NULL; 1877 return 0;
1890 1878
1891 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1881 {
1894 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1883 break;
1896 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1898 */ 1886 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1888 break;
1901 } 1889 }
1890
1902 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1894 * a key, return
1906 */ 1895 */
1907 if (!tmp) 1896 if (!tmp)
1908 { 1897 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1899 {
1911 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1902 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1915 return key; 1904 return key;
1916 } 1905 }
1917 } 1906 }
1907
1918 if (!tmp) 1908 if (!tmp)
1919 return NULL; 1909 return NULL;
1920 } 1910 }
1911
1921 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1913 * see if we actually want to use it
1923 */ 1914 */
1924 if (pl != container) 1915 if (pl != container)
1925 { 1916 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1939 return NULL;
1949 } 1940 }
1950 } 1941 }
1942
1951 return tmp; 1943 return tmp;
1952} 1944}
1953 1945
1954/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1969 if (key) 1961 if (key)
1970 { 1962 {
1971 object *container = key->env; 1963 object *container = key->env;
1972 1964
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966
1974 if (action_makes_visible (op)) 1967 if (action_makes_visible (op))
1975 make_visible (op); 1968 make_visible (op);
1969
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1970 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1971 spring_trap (door->inv, op);
1972
1978 if (door->type == DOOR) 1973 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1974 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1975 else if (door->type == LOCKED_DOOR)
1983 { 1976 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1977 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2 (door); /* remove door without violence ;-) */ 1978 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1979 }
1980
1987 /* Do this after we print the message */ 1981 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1982 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1983 /* Need to update the weight the container the key was in */
1990 if (container != op) 1984 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1985 esrv_update_item (UPD_WEIGHT, op, container);
1986
1992 return 1; /* Nothing more to do below */ 1987 return 1; /* Nothing more to do below */
1993 } 1988 }
1994 else if (door->type == LOCKED_DOOR) 1989 else if (door->type == LOCKED_DOOR)
1995 { 1990 {
1996 /* Might as well return now - no other way to open this */ 1991 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1992 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1; 1993 return 1;
1999 } 1994 }
1995
2000 return 0; 1996 return 0;
2001} 1997}
2002 1998
2003/* This function is just part of a breakup from move_player. 1999/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2000 * It should keep the code cleaner.
2008 */ 2004 */
2009void 2005void
2010move_player_attack (object *op, int dir) 2006move_player_attack (object *op, int dir)
2011{ 2007{
2012 object *tmp, *mon; 2008 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2009 int on_battleground;
2015 maptile *m; 2010 maptile *m;
2016 2011
2017 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2019 2014
2020 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2021 2016
2022 /* If braced, or can't move to the square, and it is not out of the 2017 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 2018 * map, attack it. Note order of if statement is important - don't
2103 /* If we're braced, we don't want to switch places with it */ 2098 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2099 if (op->contr->braced)
2105 return; 2100 return;
2106 2101
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide) 2104 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2105 make_visible (op);
2111 2106
2112 return; 2107 return;
2113 } 2108 }
2210 return 0; 2205 return 0;
2211 } 2206 }
2212 2207
2213 /* peterm: added following line */ 2208 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2211
2217 op->facing = dir; 2212 op->facing = dir;
2218 2213
2219 if (op->hide) 2214 if (op->hide)
2220 do_hidden_move (op); 2215 do_hidden_move (op);
2253 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do.
2254 */ 2249 */
2255int 2250int
2256handle_newcs_player (object *op) 2251handle_newcs_player (object *op)
2257{ 2252{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2254 {
2280 flee_player (op); 2255 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */ 2256 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED)) 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2258 {
2284 op->speed_left--; 2259 op->speed_left--;
2285 return 0; 2260 return 0;
2286 } 2261 }
2287 } 2262 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2263
2297 /* call this here - we also will call this in do_ericserver, but 2264 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2265 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2266 * called, so we recheck it here.
2300 */ 2267 */
2361 * from. 2328 * from.
2362 */ 2329 */
2363void 2330void
2364remove_unpaid_objects (object *op, object *env) 2331remove_unpaid_objects (object *op, object *env)
2365{ 2332{
2366 object *next;
2367
2368 while (op) 2333 while (op)
2369 { 2334 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2335 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2336
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2337 if (QUERY_FLAG (op, FLAG_UNPAID))
2438 int rate_grace = 2000; 2403 int rate_grace = 2000;
2439 const int max_hp = 1; 2404 const int max_hp = 1;
2440 const int max_sp = 1; 2405 const int max_sp = 1;
2441 const int max_grace = 1; 2406 const int max_grace = 1;
2442 2407
2443 if (op->contr->outputs_sync) 2408 if (op->contr->hidden)
2409 {
2410 op->invisible = 1000;
2411 /* the socket code flashes the player visible/invisible
2412 * depending on the value of invisible, so we need to
2413 * alternate it here for it to work correctly.
2414 */
2415 if (pticks & 2)
2416 op->invisible--;
2444 { 2417 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2418 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2419 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2420 if (!op->invisible--)
2421 {
2422 make_visible (op);
2423 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2424 }
2448 } 2425 }
2449 2426
2450 if (op->contr->ns->state == ST_PLAYING) 2427 if (op->contr->ns->state == ST_PLAYING)
2451 { 2428 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2429 /* these next three if clauses make it possible to SLOW DOWN
2474 gen_grace = op->stats.maxgrace; 2451 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2452 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2453 }
2477 2454
2478 /* Regenerate Spell Points */ 2455 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2456 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2480 { 2457 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp) 2459 if (op->stats.sp < op->stats.maxsp)
2483 { 2460 {
2484 op->stats.sp++; 2461 op->stats.sp++;
2702 tmp->name = buf; 2679 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf; 2683 tmp->msg = buf;
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2684 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2686 tmp->insert_at (op, tmp);
2710 } 2687 }
2711 2688
2712 /* teleport defeated player to new destination */ 2689 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2909 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2889
2913 /* 2890 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2891 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2892 * and put them back in the map.
2917 */ 2893 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2921 2895
2922 /****************************************/ 2896 /****************************************/
2923 /* */ 2897 /* */
2924 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2965void 2939void
2966loot_object (object *op) 2940loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2941{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2942 object *tmp, *tmp2, *next;
2969 2943
2970 if (op->container) 2944 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2945
2973 for (tmp = op->inv; tmp; tmp = next) 2946 for (tmp = op->inv; tmp; tmp = next)
2974 { 2947 {
2975 next = tmp->below; 2948 next = tmp->below;
2976 2949
2977 if (tmp->invisible) 2950 if (tmp->invisible)
2978 continue; 2951 continue;
2979 2952
2980 tmp->remove (); 2953 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2954 tmp->x = op->x, tmp->y = op->y;
2955
2982 if (tmp->type == CONTAINER) 2956 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2957 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2958
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2960 {
2988 if (tmp->nrof > 1) 2961 if (tmp->nrof > 1)
2989 { 2962 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2964 tmp2->destroy ();
3002/* 2975/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2978 * was changed.
3006 */ 2979 */
3007
3008void 2980void
3009fix_weight (void) 2981fix_weight (void)
3010{ 2982{
3011 for_all_players (pl) 2983 for_all_players (pl)
3012 { 2984 {
3072 if (op->type == PLAYER) 3044 if (op->type == PLAYER)
3073 { 3045 {
3074 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3076 } 3048 }
3049
3077 update_object (op, UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3078} 3051}
3079 3052
3080int 3053int
3081is_true_undead (object *op) 3054is_true_undead (object *op)
3082{ 3055{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1; 3057 return 1;
3087 3058
3088 return 0; 3059 return 0;
3089} 3060}
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3349 int i = 0, j = 0;
3379 3350
3380 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3383 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3385 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3387 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3389 3360
3390 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3391 return; 3362 return;
3392 3363
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3533 pl->ranges[i] = 0; 3504 pl->ranges[i] = 0;
3534 if (pl->shoottype == i) 3505 if (pl->shoottype == i)
3535 pl->shoottype = range_none; 3506 pl->shoottype = range_none;
3536 } 3507 }
3537} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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