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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.138 by root, Thu May 17 20:27:01 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)
199 maplevel = ob->map->path; 206 maplevel = ob->map->path;
207
200 ob->remove (); 208 ob->remove ();
201 ob->map = 0; 209 ob->map = 0;
210 party = 0;
202 211
203 // 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
204 ranges [range_skill] = 0;
205 213
206 players.erase (this); 214 players.erase (this);
207} 215}
208 216
209// connect the player with a specific client 217// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
211void 219void
212player::connect (client *ns) 220player::connect (client *ns)
213{ 221{
214 this->ns = ns; 222 this->ns = ns;
215 ns->pl = this; 223 ns->pl = this;
216 224
217 run_on = 0; 225 run_on = 0;
218 fire_on = 0; 226 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 227 ob->close_container (); //TODO: client-specific
220 228
221 ns->update_look = 0; 229 ns->update_look = 0;
222 ns->look_position = 0; 230 ns->look_position = 0;
223 231
224 clear_los (ob); 232 clear_los (ob);
227 235
228 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
231 239
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 241 link_player_skills (ob);
237 242
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 244
240 assign (title, ob->arch->clone.name); 245 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 246
252 /* if it's a dragon player, set the correct title here */ 247 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 248 if (is_dragon_pl (ob))
254 { 249 {
255 object *tmp, *abil = 0, *skin = 0; 250 object *tmp, *abil = 0, *skin = 0;
269 264
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 266
272 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
273 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL_TOOL:
278 case WEAPON:
279 op->flag [FLAG_APPLIED] = false;
280 apply_special (ob, op, AP_APPLY);
281 break;
282 }
283
274 ob->update_stats (); 284 ob->update_stats ();
275 ns->floorbox_update (); 285 ns->floorbox_update ();
276 286
277 esrv_send_inventory (ob, ob); 287 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 288 esrv_add_spells (this, 0);
297 307
298 INVOKE_PLAYER (DISCONNECT, this); 308 INVOKE_PLAYER (DISCONNECT, this);
299 309
300 ns->reset_stats (); 310 ns->reset_stats ();
301 ns->pl = 0; 311 ns->pl = 0;
302 this->ns = 0; 312 ns = 0;
303 } 313 }
304 314
315 if (ob)
305 ob->container = 0; //TODO: client-specific 316 ob->close_container (); //TODO: client-specific
317
306 deactivate (); 318 deactivate ();
307} 319}
308 320
309// the need for this function can be explained 321// the need for this function can be explained
310// by load_object not returning the object 322// by load_object not returning the object
311void 323void
312player::set_object (object *op) 324player::set_object (object *op)
313{ 325{
314 ob = op; 326 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 327 ob->contr = this; /* this aren't yet in archetype */
316 328
317 ob->speed_left = 0.5; 329 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 330 ob->speed = 1.0f;
319 ob->direction = 5; /* So player faces south */ 331 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 332}
325 333
326player::player () 334player::player ()
327{ 335{
328 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 337 * we deal with that below this point.
330 */ 338 */
331 outputs_sync = 16; /* Every 2 seconds */ 339 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 340 outputs_count = 4;
333 unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
334 342
335 savebed_map = first_map_path; /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
336 344
337 gen_sp_armour = 10; 345 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 346 bowtype = bow_normal;
340 petmode = pet_normal; 347 petmode = pet_normal;
341 listening = 10; 348 listening = 10;
342 usekeys = containers; 349 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
372player::create () 379player::create ()
373{ 380{
374 player *pl = new player; 381 player *pl = new player;
375 382
376 pl->set_object (arch_to_object (get_player_archetype (0))); 383 pl->set_object (arch_to_object (get_player_archetype (0)));
384
385 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
388
377 set_first_map (pl->ob); 389 set_first_map (pl->ob);
378 390
379 return pl; 391 return pl;
380} 392}
381 393
527 x = mon->x; 539 x = mon->x;
528 y = mon->y; 540 y = mon->y;
529 m = mon->map; 541 m = mon->map;
530 dir = rv.direction; 542 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
533 /* If we can't solve it within the search distance, return now. */ 546 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 547 if (diff > max)
535 return 0; 548 return 0;
549
536 while (diff > 1 && max > 0) 550 while (diff > 1 && max > 0)
537 { 551 {
538 lastx = x; 552 lastx = x;
539 lasty = y; 553 lasty = y;
540 lastmap = m; 554 lastmap = m;
622 max--; 636 max--;
623 lastdir = dir; 637 lastdir = dir;
624 if (!firstdir) 638 if (!firstdir)
625 firstdir = dir; 639 firstdir = dir;
626 } 640 }
641
627 if (diff <= 1) 642 if (diff <= 1)
628 { 643 {
629 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 645 * headed toward player for entire distance.
631 */ 646 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 649 }
650
635 if (diff > max) 651 if (diff > max)
636 return 0; 652 return 0;
637 } 653 }
654
638 /* If we reached the max, didn't find a direction in time */ 655 /* If we reached the max, didn't find a direction in time */
639 if (!max) 656 if (!max)
640 return 0; 657 return 0;
641 658
642 return firstdir; 659 return firstdir;
772} 789}
773 790
774void 791void
775object::roll_stats () 792object::roll_stats ()
776{ 793{
777 int statsort [7]; 794 int statsort [NUM_STATS];
778 795
779 for (;;) 796 for (;;)
780 { 797 {
781 int sum = 0; 798 int sum = 0;
782 for (int i = 7; i--; ) 799 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 800 sum += statsort [i] = roll_stat ();
784 801
785 if (sum >= 82 && sum <= 116) 802 if (sum >= 82 && sum <= 116)
786 break; 803 break;
787 } 804 }
788 805
789 // Sort the stats so that rerolling is easier... 806 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 808
809 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 810 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 811
800 stats.exp = 0; 812 stats.exp = 0;
801 stats.ac = 0; 813 stats.ac = 0;
802 814
803 stats.hp = stats.maxhp; 815 stats.hp = stats.maxhp;
815} 827}
816 828
817void 829void
818object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
819{ 831{
820 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 833
834 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 836
832 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
834 stats.ac = 0; 839 stats.ac = 0;
835 840
866 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
869 * not the class. 874 * not the class.
870 */ 875 */
871int 876void
872key_change_class (object *op, char key) 877player::chargen_race_done ()
873{ 878{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 881
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 883 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, ob, 0, 0, 0);
886 885
887 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
889 888
890 op->contr->ns->state = ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
891 890
892 if (op->msg) 891 if (ob->msg)
893 op->msg = NULL; 892 ob->msg = 0;
894 893
895 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
896 * to save here. 895 * to save here.
897 */ 896 */
897 {
898 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 900 make_path_to_file (buf);
901 }
900 902
901 start_info (op); 903 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 905 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 906 link_player_skills (ob);
905 esrv_send_inventory (op, op); 907 esrv_send_inventory (ob, ob);
906 op->update_stats (); 908 ob->update_stats ();
907 909
908 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
909 * is one for this race 911 * is one for this race
910 */ 912 */
911 if (*first_map_ext_path) 913 if (*first_map_ext_path)
912 { 914 {
913 object *tmp; 915 object *tmp;
914 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
915 917
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
917 tmp = object::create (); 919 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
923 * default initial map */ 925 * default initial map */
924 tmp->destroy (); 926 tmp->destroy ();
925 } 927 }
926 else 928 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
928 931
929 return 0; 932void
930 } 933player::chargen_race_next ()
931 934{
932 /* Following actually changes the race - this is the default command 935 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 936 * if we don't match with one of the options above.
934 */ 937 */
935 938
936 tmp_loop = 0; 939 do
937 while (!tmp_loop)
938 { 940 {
939 shstr name = op->name; 941 shstr name = ob->name;
940 int x = op->x, y = op->y; 942 int x = ob->x, y = ob->y;
941 943
942 op->remove_statbonus (); 944 ob->remove_statbonus ();
943 op->remove (); 945 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 946 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 947 ob->arch->clone.copy_to (ob);
946 op->instantiate (); 948 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 949 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 950 ob->name = ob->name_pl = name;
949 op->x = x; 951 ob->x = x;
950 op->y = y; 952 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 955 assign (ob->contr->title, ob->arch->clone.name);
954 op->add_statbonus (); 956 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 957 }
958 while (!allowed_class (ob));
957 959
958 update_object (op, UP_OBJ_FACE); 960 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 962 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 963 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 964 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 965 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 966}
971 967
972void 968void
973flee_player (object *op) 969flee_player (object *op)
974{ 970{
1021 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 1019 op->enemy = NULL;
1024} 1020}
1025 1021
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 1023 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1024 * stop.
1030 */ 1025 */
1031int 1026int
1032check_pick (object *op) 1027check_pick (object *op)
1033{ 1028{
1034 object *tmp, *next; 1029 object *tmp, *next;
1035 int stop = 0; 1030 int stop = 0;
1036 int j, k, wvratio; 1031 int wvratio;
1037 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1038 1033
1039 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1041 return 1; 1036 return 1;
1042 1037
1379 * found object is returned. 1374 * found object is returned.
1380 */ 1375 */
1381object * 1376object *
1382find_arrow (object *op, const char *type) 1377find_arrow (object *op, const char *type)
1383{ 1378{
1384 object *tmp = NULL; 1379 object *tmp = 0;
1385 1380
1386 for (op = op->inv; op; op = op->below) 1381 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type); 1383 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1384 else if (op->type == ARROW && op->race == type)
1390 return op; 1385 return op;
1386
1391 return tmp; 1387 return tmp;
1392} 1388}
1393 1389
1394/* 1390/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1395 */
1400
1401object * 1396object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1398{
1404 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1471 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1467 * op = the shooter
1473 * type = bow->race 1468 * type = bow->race
1474 * dir = fire direction 1469 * dir = fire direction
1475 */ 1470 */
1476
1477object * 1471object *
1478pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1479{ 1473{
1480 object *tmp = NULL; 1474 object *tmp = NULL;
1481 maptile *m; 1475 maptile *m;
1546 */ 1540 */
1547int 1541int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1543{
1550 object *left, *bow; 1544 object *left, *bow;
1551 int bowspeed, mflags; 1545 int mflags;
1552 maptile *m; 1546 maptile *m;
1553 1547
1554 if (!dir) 1548 if (!dir)
1555 { 1549 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1551 return 0;
1558 } 1552 }
1559 1553
1560 if (op->type == PLAYER) 1554 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1555 bow = op->current_weapon;
1562 else 1556 else
1563 { 1557 {
1564 for (bow = op->inv; bow; bow = bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1560 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1565 if (!bow)
1572 { 1566 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1568 return 0;
1575 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1576 } 1578 }
1577 1579
1578 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1579 { 1581 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1583 return 0;
1582 } 1584 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1585
1593 if (arrow == NULL) 1586 if (arrow == NULL)
1594 { 1587 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1589 {
1597 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1598 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);
1599 /* 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 */
1600 else 1593 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1602 return 0; 1596 return 0;
1603 } 1597 }
1604 } 1598 }
1605 1599
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1624
1631 arrow->set_owner (op); 1625 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1627 arrow->direction = dir;
1634 1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 if (player *pl = op->contr)
1637 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp;
1645
1646 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f;
1649 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651
1652 op->speed_left += speed - op->speed;
1653#endif
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1658 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1660 + bow->stats.dam / 7.0;
1661
1662 arrow->set_speed (max (arrow->speed, 2.0));
1663 arrow->speed_left = 0;
1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666
1635 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1636 { 1668 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 wc -= dex_bonus[op->stats.Dex];
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1668 } 1676 }
1669 else 1677 else
1670 { 1678 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1679 arrow->level = op->level;
1673 } 1680 arrow->stats.wc -= bow->magic;
1674 1681
1675 if (arrow->attacktype == AT_PHYSICAL) 1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1676 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1686 }
1677 1687
1678 if (bow->slaying) 1688 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1690
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1692 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1694
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op); 1696 m->insert (arrow, sx, sy, op);
1710{ 1721{
1711 int ret = 0, wcmod = 0; 1722 int ret = 0, wcmod = 0;
1712 1723
1713 if (op->contr->bowtype == bow_bestarrow) 1724 if (op->contr->bowtype == bow_bestarrow)
1714 { 1725 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1727 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1729 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1731 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1741 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1742 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1746 }
1737 else 1747 else
1738 { 1748 {
1739 /* Simple case */ 1749 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1751 }
1752
1742 return ret; 1753 return ret;
1743} 1754}
1744
1745 1755
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1748 */ 1758 */
1749void 1759void
1750fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
1751{ 1761{
1752 object *item; 1762 object *item = op->contr->ranged_ob;
1753 1763
1754 if (!op->contr->ranges[range_misc]) 1764 if (!item)
1755 { 1765 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1767 return;
1758 } 1768 }
1759 1769
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1770 if (!item->inv)
1762 { 1771 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1773 return;
1765 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1766 if (item->type == WAND) 1779 if (item->type == WAND)
1767 { 1780 {
1768 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
1769 { 1782 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1772 return; 1786 return;
1773 } 1787 }
1774 } 1788 }
1775 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
1776 { 1790 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1792 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1780 if (item->type == ROD) 1795 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1797 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1784 return; 1800 return;
1785 } 1801 }
1786 } 1802 }
1787 1803
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1819 1835
1820 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
1822 make_visible (op); 1838 make_visible (op);
1823 1839
1824 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1825 { 1843 {
1826 case range_none: 1844 control_golem (op->contr->golem, dir);
1827 return; 1845 return;
1846 }
1828 1847
1829 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1830 player_fire_bow (op, dir); 1859 player_fire_bow (op, dir);
1831 return; 1860 break;
1832 1861
1833 case range_magic: /* Casting spells */ 1862 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1864 break;
1836 1865
1837 case range_misc: 1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1838 fire_misc_object (op, dir); 1875 fire_misc_object (op, dir);
1839 return; 1876 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1877 }
1868} 1878}
1869
1870
1871 1879
1872/* find_key 1880/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1885 * pl is the player,
1878 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1881 */ 1889 */
1882
1883object * 1890object *
1884find_key (object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1885{ 1892{
1886 object *tmp, *key; 1893 object *tmp, *key;
1887 1894
1888 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1896 if (!container->inv)
1890 return NULL; 1897 return 0;
1891 1898
1892 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1901 {
1895 if (door->type == DOOR && tmp->type == KEY) 1902 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1903 break;
1897 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1899 */ 1906 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1908 break;
1902 } 1909 }
1910
1903 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1914 * a key, return
1907 */ 1915 */
1908 if (!tmp) 1916 if (!tmp)
1909 { 1917 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1919 {
1912 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1921 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1922 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1923 if ((key = find_key (pl, tmp, door)))
1916 return key; 1924 return key;
1917 } 1925 }
1918 } 1926 }
1927
1919 if (!tmp) 1928 if (!tmp)
1920 return NULL; 1929 return NULL;
1921 } 1930 }
1931
1922 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1933 * see if we actually want to use it
1924 */ 1934 */
1925 if (pl != container) 1935 if (pl != container)
1926 { 1936 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1959 return NULL;
1950 } 1960 }
1951 } 1961 }
1962
1952 return tmp; 1963 return tmp;
1953} 1964}
1954 1965
1955/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1970 if (key) 1981 if (key)
1971 { 1982 {
1972 object *container = key->env; 1983 object *container = key->env;
1973 1984
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1975 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1976 make_visible (op); 1988 make_visible (op);
1989
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1992
1979 if (door->type == DOOR) 1993 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1995 else if (door->type == LOCKED_DOOR)
1984 { 1996 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1999 }
2000
1988 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1991 if (container != op) 2004 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1993 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
1994 } 2008 }
1995 else if (door->type == LOCKED_DOOR) 2009 else if (door->type == LOCKED_DOOR)
1996 { 2010 {
1997 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1; 2013 return 1;
2000 } 2014 }
2015
2001 return 0; 2016 return 0;
2002} 2017}
2003 2018
2004/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2009 */ 2024 */
2010void 2025void
2011move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2012{ 2027{
2013 object *tmp, *mon; 2028 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2029 int on_battleground;
2016 maptile *m; 2030 maptile *m;
2017 2031
2018 nx = freearr_x[dir] + op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2020 2034
2021 on_battleground = op_on_battleground (op, 0, 0); 2035 on_battleground = op_on_battleground (op, 0, 0);
2022 2036
2023 /* If braced, or can't move to the square, and it is not out of the 2037 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2038 * map, attack it. Note order of if statement is important - don't
2089 2103
2090 /* If the creature is a pet, push it even if the player is not 2104 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2105 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2106 * player owns it and it is either friendly or unagressive.
2093 */ 2107 */
2094 if ((op->type == PLAYER) 2108 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2109 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2110 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2111 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2113 {
2104 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2115 if (op->contr->braced)
2106 return; 2116 return;
2107 2117
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op); 2119 push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide) 2120 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2121 make_visible (op);
2112 2122
2113 return; 2123 return;
2114 } 2124 }
2116 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2128 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2129 * attack them either.
2120 */ 2130 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2133 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2134 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2135 && !on_battleground))
2132 { 2136 {
2133 if (!op->contr->braced) 2137 if (!op->contr->braced)
2134 { 2138 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op); 2140 push_ob (mon, dir, op);
2159 * that party_number -1 is no party, so attacks can still happen. 2163 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2164 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2167 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit) 2168 if (!op->contr->has_hit)
2171 { 2169 {
2170 op->contr->has_hit = 1;
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 } 2172 }
2176 2173
2177 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2178 2175
2179 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2254 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2255 */ 2252 */
2256int 2253int
2257handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2258{ 2255{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2257 {
2281 flee_player (op); 2258 flee_player (op);
2259
2282 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2284 { 2262 {
2285 op->speed_left--; 2263 --op->speed_left;
2286 return 0; 2264 return 0;
2287 } 2265 }
2288 } 2266 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2267
2298 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2270 * called, so we recheck it here.
2301 */ 2271 */
2302 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2303 return 1; 2273 return 1;
2304 2274
2305 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2306 { 2276 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 { 2278 {
2309 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--; 2280 --op->speed_left;
2311 2281
2312 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2315 */ 2285 */
2316 move_player (op, op->direction); 2286 move_player (op, op->direction);
2317 2287
2318 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2319 } 2289 }
2320 } 2290 }
2321 2291
2322 return 0; 2292 return 0;
2323} 2293}
2362 * from. 2332 * from.
2363 */ 2333 */
2364void 2334void
2365remove_unpaid_objects (object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2366{ 2336{
2367 object *next;
2368
2369 while (op) 2337 while (op)
2370 { 2338 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2340
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2439 int rate_grace = 2000; 2407 int rate_grace = 2000;
2440 const int max_hp = 1; 2408 const int max_hp = 1;
2441 const int max_sp = 1; 2409 const int max_sp = 1;
2442 const int max_grace = 1; 2410 const int max_grace = 1;
2443 2411
2444 if (op->contr->outputs_sync) 2412 if (op->contr->hidden)
2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2445 { 2421 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2423 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2449 } 2429 }
2450 2430
2451 if (op->contr->ns->state == ST_PLAYING) 2431 if (op->contr->ns->state == ST_PLAYING)
2452 { 2432 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2455 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2457 }
2478 2458
2479 /* Regenerate Spell Points */ 2459 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2460 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2461 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2463 if (op->stats.sp < op->stats.maxsp)
2484 { 2464 {
2485 op->stats.sp++; 2465 op->stats.sp++;
2583 } 2563 }
2584 2564
2585 /* Digestion */ 2565 /* Digestion */
2586 if (--op->last_eat < 0) 2566 if (--op->last_eat < 0)
2587 { 2567 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2569
2595 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2572 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2703 tmp->name = buf; 2678 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2682 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2711 } 2686 }
2712 2687
2713 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2910 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2888
2914 /* 2889 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2891 * and put them back in the map.
2918 */ 2892 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2922 2894
2923 /****************************************/ 2895 /****************************************/
2924 /* */ 2896 /* */
2925 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2946 object *force; 2918 object *force;
2947 int at; 2919 int at;
2948 2920
2949 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2923 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2924 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2928 force->resist[at] = 100;
2957 2929
2966void 2938void
2967loot_object (object *op) 2939loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2970 2942
2971 if (op->container) 2943 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2944
2974 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2975 { 2946 {
2976 next = tmp->below; 2947 next = tmp->below;
2977 2948
2978 if (tmp->invisible) 2949 if (tmp->invisible)
2979 continue; 2950 continue;
2980 2951
2981 tmp->remove (); 2952 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
2983 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2957
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2959 {
2989 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
2990 { 2961 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2974/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2977 * was changed.
3007 */ 2978 */
3008
3009void 2979void
3010fix_weight (void) 2980fix_weight (void)
3011{ 2981{
3012 for_all_players (pl) 2982 for_all_players (pl)
3013 { 2983 {
3073 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3074 { 3044 {
3075 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3077 } 3047 }
3048
3078 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3079} 3050}
3080 3051
3081int 3052int
3082is_true_undead (object *op) 3053is_true_undead (object *op)
3083{ 3054{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1; 3056 return 1;
3088 3057
3089 return 0; 3058 return 0;
3090} 3059}
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3348 int i = 0, j = 0;
3380 3349
3381 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3390 3359
3391 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3392 return; 3361 return;
3393 3362
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3526 * not readied. 3495 * not readied.
3527 */ 3496 */
3528void 3497void
3529player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3530{ 3499{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3502
3503 if (pl->combat_ob == ob)
3504 pl->combat_ob = 0;
3505
3532 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3507 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 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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