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Comparing deliantra/server/server/player.C (file contents):
Revision 1.233 by root, Mon Oct 12 14:00:59 2009 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
132
133 strcpy (subject, buf + 1);
134 strip_endline (subject);
135 size = 0;
136 news[0] = '\0';
137 }
138 else
139 {
140 if (size + strlen (buf) >= HUGE_BUF)
141 {
142 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
143 break;
144 }
145 strncat (news + size, buf, HUGE_BUF - size);
146 size += strlen (buf);
147 }
148 }
149
150 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
151 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
152 close_and_delete (fp, comp);
153}
154
155/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
156static void 41static void
157set_first_map (object *op) 42set_first_map (object *op)
158{ 43{
159 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
222 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
223 108
224 ob->update_weight (); 109 ob->update_weight ();
225 link_skills (); 110 link_skills ();
226 111
227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
228
229 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
230 113
231 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
232 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
233 { 116 {
234 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
235 118
236 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
237 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 134
252 ns->floorbox_update (); 135 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
255 138
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
308 142
309 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
310 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
311 switch (op->type) 145 switch (op->type)
312 { 146 {
313 case SKILL: 147 case SKILL:
314 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
315 break; 149 break;
316 150
317 case WAND: 151 case WAND:
318 case ROD: 152 case ROD:
319 case HORN: 153 case HORN:
324 case WEAPON: 158 case WEAPON:
325 combat_ob = op; 159 combat_ob = op;
326 break; 160 break;
327 } 161 }
328 162
163 ob->current_weapon = 0;
329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
330 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
331} 213}
332 214
333void 215void
334player::set_observe (object *op) 216player::set_observe (object *op)
335{ 217{
336 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
337 do_los = 1; 219 do_los = 1;
338} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
339 230
340player::player () 231player::player ()
341{ 232{
342 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
343 * we deal with that below this point. 234 * we deal with that below this point.
370 { 261 {
371 ob->destroy_inv (false); 262 ob->destroy_inv (false);
372 ob->destroy (); 263 ob->destroy ();
373 } 264 }
374 265
375 ob = observe = 0; 266 ob = observe = viewpoint = 0;
376} 267}
377 268
378player::~player () 269player::~player ()
379{ 270{
380 /* Clear item stack */ 271 /* Clear item stack */
381 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
382} 301}
383 302
384/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
385 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
386 * mode. 305 * mode.
388player * 307player *
389player::create () 308player::create ()
390{ 309{
391 player *pl = new player; 310 player *pl = new player;
392 311
393 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
394 313
395 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
398 317
399 set_first_map (pl->ob); 318 set_first_map (pl->ob);
400 319
401 return pl; 320 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 321}
431 322
432object * 323object *
433get_nearest_player (object *mon) 324get_nearest_player (object *mon)
434{ 325{
743 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 635}
745 636
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747static int 638static int
748roll_stat (void) 639roll_stat ()
749{ 640{
750 int a[4], i, j, k; 641 int a[4], i, j, k;
751 642
752 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
753 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
850player::chargen_race_done () 741player::chargen_race_done ()
851{ 742{
852 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
853 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
854 745
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
856 if (tl) 747 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
858 749
859 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
913 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
914 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
915 ob->stats.grace = 0; 806 ob->stats.grace = 0;
916} 807}
917 808
918void 809static void
919flee_player (object *op) 810flee_player (object *op)
920{ 811{
921 int dir, diff; 812 int dir, diff;
922 rv_vector rv; 813 rv_vector rv;
923 814
973 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
974 return 1; 865 return 1;
975 866
976 next = op->below; 867 next = op->below;
977 868
978 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
980 871
981 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
982 * destroyed */ 873 * destroyed */
983 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1009 if (op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1010 { 901 {
1011 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1012 const char *str = tmp->name 903 const char *str = tmp->name
1013 ? format ("item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1014 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1015 : format ("item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1017 908
1018 new_draw_info (NDI_UNIQUE, 0, op, str); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1019 } 910 }
1020 911
1021 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
1108 continue; 999 continue;
1109 } 1000 }
1110 1001
1111 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1112 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1114 { 1008 {
1115 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1116 continue; 1010 continue;
1117 } 1011 }
1118 1012
1119 /* pick up all magical items */ 1013 /* pick up all magical items */
1120 if (op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1121 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1122 { 1017 {
1123 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1124 continue; 1019 continue;
1125 } 1020 }
1126 1021
1133 } 1028 }
1134 } 1029 }
1135 1030
1136 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1137 if (op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1138 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1139 { 1037 {
1140 CHK_PICK_PICKUP; 1038 CHK_PICK_PICKUP;
1141 continue; 1039 continue;
1142 } 1040 }
1143 1041
1192 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1193 continue; 1091 continue;
1194 } 1092 }
1195 1093
1196 if (op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1197 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1198 { 1096 {
1199 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1200 continue; 1098 continue;
1201 } 1099 }
1202 1100
1252 fprintf (stderr, "%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1253 } 1151 }
1254 else 1152 else
1255 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1256 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1258#endif 1156#endif
1259 CHK_PICK_PICKUP; 1157 CHK_PICK_PICKUP;
1260 continue; 1158 continue;
1261 } 1159 }
1262 } /* the new pickup model */ 1160 } /* the new pickup model */
1263 } 1161 }
1264 1162
1265 return !stop; 1163 return !stop;
1266} 1164}
1267 1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1199}
1200
1268/* 1201/*
1269 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1270 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1271 * found object is returned. 1204 * found object is returned.
1272 */ 1205 */
1273object * 1206static object *
1274find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1275{ 1208{
1276 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp); 1211 return splay (tmp);
1292 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1293 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1294 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1295 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1296 */ 1229 */
1297object * 1230static object *
1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1299{ 1232{
1300 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1301 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1302 1235
1371 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1372 * op = the shooter 1305 * op = the shooter
1373 * type = bow->race 1306 * type = bow->race
1374 * dir = fire direction 1307 * dir = fire direction
1375 */ 1308 */
1376object * 1309static object *
1377pick_arrow_target (object *op, shstr_cmp type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1378{ 1311{
1379 object *tmp = NULL; 1312 object *tmp = NULL;
1380 maptile *m; 1313 maptile *m;
1381 int i, mflags, found, number; 1314 int i, mflags, found, number;
1596 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1597 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1598 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1599 * hence the function name. 1532 * hence the function name.
1600 */ 1533 */
1601int 1534static int
1602player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1603{ 1536{
1604 int ret; 1537 int ret;
1605 1538
1606 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1634} 1567}
1635 1568
1636/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1637 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1638 */ 1571 */
1639void 1572static void
1640fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1641{ 1574{
1642 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1643 1576
1644 if (!item) 1577 if (!item)
1666 return; 1599 return;
1667 } 1600 }
1668 } 1601 }
1669 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1670 { 1603 {
1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1672 1605
1673 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1676 { 1609 {
1677 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1678 1611
1679 if (item->type == ROD) 1612 if (item->type == ROD)
1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1767 } 1700 }
1768 1701
1769 return true; 1702 return true;
1770} 1703}
1771 1704
1772/* find_key 1705static object *
1773 * We try to find a key for the door as passed. If we find a key
1774 * and successfully use it, we return the key, otherwise NULL
1775 * This function merges both normal and locked door, since the logic
1776 * for both is the same - just the specific key is different.
1777 * pl is the player,
1778 * inv is the objects inventory to searched
1779 * door is the door we are trying to match against.
1780 * This function can be called recursively to search containers.
1781 */
1782object *
1783find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1784{ 1707{
1785 object *tmp, *key; 1708 object *tmp, *key;
1786 1709
1787 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1788 if (!container->inv) 1711 if (!container->inv)
1809 if (!tmp) 1732 if (!tmp)
1810 { 1733 {
1811 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1812 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1813 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1814 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1815 return key; 1738 return key;
1816 1739
1817 if (!tmp) 1740 if (!tmp)
1818 return 0; 1741 return 0;
1819 } 1742 }
1838 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1839 * 1762 *
1840 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1841 * all the others. 1764 * all the others.
1842 */ 1765 */
1843 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1844 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1846 { 1769 {
1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1848 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1849 return NULL; 1772 return NULL;
1850 } 1773 }
1851 } 1774 }
1852 1775
1853 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1854} 1802}
1855 1803
1856/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1857 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1858 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1914 { 1862 {
1915 --op->speed_left; 1863 --op->speed_left;
1916 return true; 1864 return true;
1917 } 1865 }
1918 1866
1919 int on_battleground;
1920
1921 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1922 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1923
1924 on_battleground = op_on_battleground (op, 0, 0);
1925 1869
1926 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1927 return false; 1871 return false;
1928 1872
1929 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2001 } 1945 }
2002 else 1946 else
2003 return false; 1947 return false;
2004 } 1948 }
2005 1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
2006 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2007 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2008 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2009 * attack them either. 1955 * attack them either.
2010 */ 1956 */
2074} 2020}
2075 2021
2076bool 2022bool
2077move_player (object *op, int dir) 2023move_player (object *op, int dir)
2078{ 2024{
2079 int pick;
2080
2081 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2082 return 0; 2026 return 0;
2083 2027
2084 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2085 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2086 { 2030 {
2087 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2088 return 0; 2032 return 0;
2089 } 2033 }
2090 2034
2096 2040
2097 if (op->flag [FLAG_HIDDEN]) 2041 if (op->flag [FLAG_HIDDEN])
2098 do_hidden_move (op); 2042 do_hidden_move (op);
2099 2043
2100 bool retval; 2044 bool retval;
2045 int pick = 0;
2101 2046
2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2103 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2104 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2105 retval = fire (op, dir); 2050 retval = fire (op, dir);
2162 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2163 2108
2164 return false; 2109 return false;
2165} 2110}
2166 2111
2167int 2112static int
2168save_life (object *op) 2113save_life (object *op)
2169{ 2114{
2170 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2171 return 0; 2116 return 0;
2172 2117
2219void 2164void
2220object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2221{ 2166{
2222 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2223 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2224}
2225
2226/*
2227 * Returns pointer a static string containing gravestone text
2228 * Moved from apply.c to player.c - player.c is what
2229 * actually uses this function. player.c may not be quite the
2230 * best, a misc file for object actions is probably better,
2231 * but there isn't one in the server directory.
2232 */
2233const char *
2234gravestone_text (object *op)
2235{
2236 static dynbuf_text buf;
2237
2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2241 if (op->type == PLAYER)
2242 buf << " the " << op->contr->title;
2243
2244 buf << "\n\n";
2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2250 if (op->type == PLAYER)
2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2252
2253 {
2254 static char buf2[128];
2255 time_t now = time (NULL);
2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2257 buf << buf2;
2258 }
2259
2260 return buf;
2261} 2169}
2262 2170
2263void 2171void
2264do_some_living (object *op) 2172do_some_living (object *op)
2265{ 2173{
2520 return; 2428 return;
2521 2429
2522 dynbuf_text deathtab; 2430 dynbuf_text deathtab;
2523 2431
2524 /* restore player */ 2432 /* restore player */
2525 at = archetype::find ("poisoning"); 2433 at = archetype::find (shstr_poisoning);
2526 if (object *tmp = present_arch_in_ob (at, op)) 2434 if (object *tmp = present_arch_in_ob (at, op))
2527 { 2435 {
2528 tmp->destroy (); 2436 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r"; 2437 deathtab << "Your body feels cleansed...\r";
2530 } 2438 }
2531 2439
2532 at = archetype::find ("confusion"); 2440 at = archetype::find (shstr_confusion);
2533 if (object *tmp = present_arch_in_ob (at, op)) 2441 if (object *tmp = present_arch_in_ob (at, op))
2534 { 2442 {
2535 tmp->destroy (); 2443 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r"; 2444 deathtab << "Your mind feels clearer...\r";
2537 } 2445 }
2564 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2565 { 2473 {
2566 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2567 2475
2568 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2569 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2570 { 2478
2571 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2572 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2573 tmp->msg = format ( 2481 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2576 (int)op->level, 2484 (int)op->level,
2577 op->contr->killer_name () 2485 op->contr->killer_name ()
2578 ); 2486 );
2579 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2580 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2581 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2582 }
2583 2490
2584 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2585 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2586 op->contr->braced = 0; 2493 op->contr->braced = 0;
2587 2494
2649 lost_a_stat = 1; 2556 lost_a_stat = 1;
2650 } 2557 }
2651 else 2558 else
2652 { 2559 {
2653 /* deplete a stat */ 2560 /* deplete a stat */
2654 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2655 object *dep; 2562 object *dep;
2656 2563
2657 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2658 if (!dep) 2565 if (!dep)
2659 { 2566 {
2660 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2661 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2662 } 2569 }
2663 lose_this_stat = 1; 2570 lose_this_stat = 1;
2664 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2665 { 2572 {
2731#endif 2638#endif
2732 2639
2733 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2734 * exp loss on the stone. 2641 * exp loss on the stone.
2735 */ 2642 */
2736 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2737 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2738 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2739 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2740 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2741 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2796 } 2703 }
2797 2704
2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2799} 2706}
2800 2707
2801void 2708static void
2802loot_object (object *op) 2709loot_object (object *op)
2803{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2804 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2805 2712
2806 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2837 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2838 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2839 * was changed. 2746 * was changed.
2840 */ 2747 */
2841void 2748void
2842fix_weight (void) 2749fix_weight ()
2843{ 2750{
2844 for_all_players (pl) 2751 for_all_players (pl)
2845 { 2752 {
2846 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2847 2754
2854 } 2761 }
2855 } 2762 }
2856} 2763}
2857 2764
2858void 2765void
2859fix_luck (void) 2766fix_luck ()
2860{ 2767{
2861 for_all_players (pl) 2768 for_all_players (pl)
2862 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2863 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2864} 2771}
3108 } 3015 }
3109 3016
3110 return 0; 3017 return 0;
3111} 3018}
3112 3019
3113/* routine for both players and monsters. We call this when
3114 * there is a possibility for our action distrubing our hiding
3115 * place or invisiblity spell. Artefact invisiblity causes
3116 * "noise" instead. If we arent invisible to begin with, we
3117 * return 0.
3118 */
3119int
3120action_makes_visible (object *op)
3121{
3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3123 {
3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3131 return 0;
3132 }
3133
3134 if (op->contr && op->contr->tmp_invis == 0)
3135 return 0;
3136
3137 /* If monsters, they should become visible */
3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3139 {
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3141 return 1;
3142 }
3143 }
3144
3145 return 0;
3146}
3147
3148/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3149 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3150 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3151 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3152 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3024 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3171 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3173 { 3045 {
3174 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3176 {
3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3178 { 3050 {
3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3180 {
3181 if (x && y) 3051 if (x && y)
3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183 3053
3184 return 1; 3054 return 1;
3185 }
3186 } 3055 }
3187 }
3188 3056
3189 if (x && y) 3057 if (x && y)
3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191 3059
3192 return 1; 3060 return 1;
3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3350 } 3218 }
3351 else 3219 else
3352 { 3220 {
3353 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3354 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3355 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3356 who->insert (tmp); 3224 who->insert (tmp);
3357 } 3225 }
3358} 3226}
3359 3227
3372 3240
3373 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3374 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3375} 3243}
3376 3244
3245//-GPL
3246
3377sint8 3247sint8
3378player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3379{ 3249{
3380 if (!ns) 3250 if (!ns)
3381 return LOS_BLOCKED; 3251 return LOS_BLOCKED;

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