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Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 UTC

321 combat_ob = op; 321 combat_ob = op;
322 break; 322 break;
323 } 323 }
324 324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
326} 327}
327 328
328void 329void
329player::set_observe (object *op) 330player::set_observe (object *op)
330{ 331{
631 632
632 return firstdir; 633 return firstdir;
633} 634}
634 635
635void 636void
636give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
637{ 638{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 639 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 641
643 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
644 { 643 {
645 next = op->below; 644 next = op->below;
646 645
647 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
653 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 653 * by this player due to race restrictions
655 */ 654 */
656 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
657 { 656 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
659 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 { 664 {
664 op->destroy (); 665 op->destroy ();
665 continue; 666 continue;
666 } 667 }
667 } 668 }
690 if (op->nrof > 1) 691 if (op->nrof > 1)
691 op->nrof = 1; 692 op->nrof = 1;
692 } 693 }
693 694
694 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 697
699 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 700 * merged properly.
702 */ 701 */
703 if (need_identify (op)) 702 if (need_identify (op))
704 { 703 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 707 }
708
709 if (op->type == SPELL) 709 if (op->type == SPELL)
710 { 710 {
711 op->destroy (); 711 op->destroy ();
712 continue; 712 continue;
713 } 713 }
715 { 715 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 717 op->stats.exp = 0;
718 op->level = 1; 718 op->level = 1;
719 } 719 }
720 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
724 723
725 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
726 link_player_skills (pl); 725 link_player_skills (pl);
832static void 831static void
833start_info (object *op) 832start_info (object *op)
834{ 833{
835 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
836 835
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 838}
842 839
843/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
1008 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1009 return 1; 1006 return 1;
1010 1007
1011 next = op->below; 1008 next = op->below;
1012 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1013 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1014 * destroyed */ 1014 * destroyed */
1015 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1016 { 1016 {
1017 tmp = next; 1017 tmp = next;
1018 next = tmp->below; 1018 next = tmp->below;
1019 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1020 if (op->destroyed ()) 1026 if (op->destroyed ())
1021 return 0; 1027 return 0;
1022 1028
1023 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1024 continue; 1030 continue;
1025 1031
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 1033 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1030 continue; 1036 continue;
1031 } 1037 }
1032 1038
1033 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1036 switch (op->contr->mode) 1042 switch (op->contr->mode)
1037 { 1043 {
1038 case 0: 1044 case 0:
1039 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1040 case 1: 1046 case 1:
1041 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1042 return 1; 1048 return 1;
1043 case 2: 1049 case 2:
1044 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1045 return 0; 1051 return 0;
1046 case 3: 1052 case 3:
1047 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1048 case 4: 1054 case 4:
1049 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1050 break; 1056 break;
1051 case 5: 1057 case 5:
1052 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1053 stop = 1; 1059 stop = 1;
1054 break; 1060 break;
1055 case 6: 1061 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1057 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1058 break; 1065 break;
1059 1066
1060 case 7: 1067 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1063 break; 1070 break;
1064 1071
1065 default: 1072 default:
1066 /* use value density */ 1073 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1069 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1070 } 1077 }
1071 } 1078 }
1072 else 1079 else
1073 { /* old model */ 1080 { /* old model */
1074 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1129 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1133 { 1140 {
1134 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1135 continue; 1142 continue;
1136 } 1143 }
1137 1144
1138 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1139 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1140 { 1147 {
1141 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1142 continue; 1149 continue;
1143 } 1150 }
1144 1151
1145 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1147 { 1154 {
1148 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1149 continue; 1156 continue;
1150 } 1157 }
1151 1158
1152 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1155 { 1162 {
1156 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1157 continue; 1164 continue;
1158 } 1165 }
1159 1166
1160 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1162 { 1169 {
1163 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1164 continue; 1171 continue;
1165 } 1172 }
1166 1173
1167 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 { 1176 {
1170 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1171 continue; 1178 continue;
1172 } 1179 }
1173 1180
1174 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 { 1184 {
1178 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1179 continue; 1186 continue;
1180 } 1187 }
1181 1188
1182 /* pick up all magical items */ 1189 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1184 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1185 { 1192 {
1186 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1187 continue; 1194 continue;
1188 } 1195 }
1189 1196
1190 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1191 { 1198 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1193 { 1200 {
1194 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1195 continue; 1202 continue;
1196 } 1203 }
1197 } 1204 }
1198 1205
1199 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1202 { 1209 {
1203 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1204 continue; 1211 continue;
1205 } 1212 }
1206 1213
1207 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1210 { 1217 {
1211 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1212 continue; 1219 continue;
1213 } 1220 }
1214 1221
1215 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1218 { 1225 {
1219 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1220 continue; 1227 continue;
1221 } 1228 }
1222 1229
1223 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1225 { 1232 {
1226 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1227 continue; 1234 continue;
1228 } 1235 }
1229 1236
1230 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1233 { 1240 {
1234 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1235 continue; 1242 continue;
1236 } 1243 }
1237 1244
1238 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1240 { 1247 {
1241 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1242 continue; 1249 continue;
1243 } 1250 }
1244 1251
1245 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1247 { 1254 {
1248 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1249 continue; 1256 continue;
1250 } 1257 }
1251 1258
1252 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1254 { 1261 {
1255 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1256 continue; 1263 continue;
1257 } 1264 }
1258 1265
1259 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1261 { 1268 {
1262 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1263 continue; 1270 continue;
1264 } 1271 }
1265 1272
1266 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1268 { 1275 {
1269 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1270 continue; 1277 continue;
1271 } 1278 }
1272 1279
1273 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 { 1283 {
1277 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1278 continue; 1285 continue;
1279 } 1286 }
1280 1287
1281 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1284 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1285 { 1292 {
1286 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 { 1295 {
1289 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1290 continue; 1297 continue;
1291 } 1298 }
1292 } 1299 }
1293 1300
1294 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1295 { 1302 {
1296 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1297 { 1304 {
1298 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1299 continue; 1306 continue;
1300 } 1307 }
1301 } 1308 }
1302 } 1309 }
1303 1310
1304 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 { 1314 {
1308 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1309 continue; 1316 continue;
1310 } 1317 }
1311 1318
1312 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1313 * pickups */ 1320 * pickups */
1318 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1319 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1322 { 1329 {
1323 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1324#if 0 1331#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1327 { 1334 {
1328 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1347 * found object is returned. 1354 * found object is returned.
1348 */ 1355 */
1349object * 1356object *
1350find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1351{ 1358{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1361 return splay (tmp);
1359 1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1368 return arrow;
1369 }
1370
1360 return tmp; 1371 return 0;
1361} 1372}
1362 1373
1363/* 1374/*
1364 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1365 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
2164bool 2175bool
2165move_player (object *op, int dir) 2176move_player (object *op, int dir)
2166{ 2177{
2167 int pick; 2178 int pick;
2168 2179
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2181 return 0;
2171 2182
2172 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2174 { 2185 {
3040 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3043 3054
3044 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3045 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3046 { 3059 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 3062 continue;
3051 } 3063
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 3065 level += 2;
3054 else /* open terrain! */ 3066 else /* open terrain! */
3055 level -= 1; 3067 level -= 1;
3056 } 3068 }

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