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Comparing deliantra/server/server/player.C (file contents):
Revision 1.65 by root, Tue Dec 26 04:05:56 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

158 158
159/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void 160static void
161set_first_map (object *op) 161set_first_map (object *op)
162{ 162{
163 strcpy (op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
164 op->x = -1; 164 op->x = -1;
165 op->y = -1; 165 op->y = -1;
166}
167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
166 enter_exit (op, 0); 176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
167} 179}
168 180
169// connect the player with a specific client 181// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 182// also changed, rationalises, and fixes some incorrect settings
171void 183void
191 203
192 ob->carrying = sum_weight (ob); 204 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 205 link_player_skills (ob);
194 206
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 208
198 assign (title, ob->arch->clone.name); 209 assign (title, ob->arch->clone.name);
199 210
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information 212 * from the class, and not race. I don't see any way to get the class information
229 add_friendly_object (ob); 240 add_friendly_object (ob);
230 241
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); 242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 243
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 245
236 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
237 247
238 ob->update_stats (); 248 ob->update_stats ();
239 ns->floorbox_update (); 249 ns->floorbox_update ();
240 250
241 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
243 253
244 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
245 256
246 send_rules (ob); 257 send_rules (ob);
247 send_news (ob); 258 send_news (ob);
248 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
250} 263}
251 264
252void 265void
253player::disconnect () 266player::disconnect ()
254{ 267{
268 if (ob)
269 ob->deactivate_recursive ();
270
255 //TODO: don't be so harsh and destroy :) 271 //TODO: don't be so harsh and destroy :)
256 if (ns) 272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
257 destroy (); 289 destroy ();
290 }
258} 291}
259 292
260// the need for this function can be explained 293// the need for this function can be explained
261// by load_object not returning the object 294// by load_object not returning the object
262void 295void
269 ob->speed = 1.0; 302 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2; 304 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
273 306
274 set_first_map (ob);
275
276 ob->roll_stats (); 307 ob->roll_stats ();
277} 308}
278 309
279player::player () 310player::player ()
280{ 311{
281 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 313 * we deal with that below this point.
283 */ 314 */
284 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
287 318
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
289 320
290 gen_sp_armour = 10; 321 gen_sp_armour = 10;
291 last_speed = -1; 322 last_speed = -1;
292 shoottype = range_none; 323 shoottype = range_none;
293 bowtype = bow_normal; 324 bowtype = bow_normal;
314} 345}
315 346
316void 347void
317player::do_destroy () 348player::do_destroy ()
318{ 349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
319 attachable::do_destroy (); 355 attachable::do_destroy ();
320
321 disconnect ();
322 356
323 terminate_all_pets (ob); 357 terminate_all_pets (ob);
324 358
325 if (first_player != this) 359 if (first_player != this)
326 { 360 {
339 } 373 }
340 else 374 else
341 first_player = next; 375 first_player = next;
342 376
343 if (ob) 377 if (ob)
378 {
344 ob->destroy (true); 379 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 380 ob->destroy ();
354 } 381 }
355} 382}
356 383
357player::~player () 384player::~player ()
358{ 385{
368player::create () 395player::create ()
369{ 396{
370 player *pl = new player; 397 player *pl = new player;
371 398
372 pl->set_object (arch_to_object (get_player_archetype (0))); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
400 set_first_map (pl->ob);
373 401
374 return pl; 402 return pl;
375} 403}
376 404
377/* 405/*
843 871
844 contr->orig_stats = stats; 872 contr->orig_stats = stats;
845 } 873 }
846} 874}
847 875
876static void
877start_info (object *op)
878{
879 char buf[MAX_BUF];
880
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885}
886
848/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
852 * not the class. 891 * not the class.
897 if (*first_map_ext_path) 936 if (*first_map_ext_path)
898 { 937 {
899 object *tmp; 938 object *tmp;
900 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
901 940
902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
903 tmp = object::create (); 942 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
906 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
907 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
908 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
909 * default initial map */ 948 * default initial map */
910 tmp->destroy (); 949 tmp->destroy ();
911 } 950 }
912 else 951 else
969 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
970 1009
971 op->contr->enable_save = false; 1010 op->contr->enable_save = false;
972 1011
973 terminate_all_pets (op); 1012 terminate_all_pets (op);
974 leave_map (op); 1013 op->remove ();
975 op->direction = 0; 1014 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977 1016
978 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
979 check_score (op); 1018 check_score (op);
980 op->contr->party = 0; 1019 op->contr->party = 0;
981 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001 ob->contr->destroy (); 1021 op->contr->destroy ();
1002 1022
1003 return 1; 1023 return 1;
1004} 1024}
1005 1025
1006void 1026void
1662 return 0; 1682 return 0;
1663 } 1683 }
1664 1684
1665 arrow->set_owner (op); 1685 arrow->set_owner (op);
1666 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1667
1668 arrow->direction = dir; 1687 arrow->direction = dir;
1669 arrow->x = sx;
1670 arrow->y = sy;
1671 1688
1672 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1673 { 1690 {
1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 op->update_stats (); 1692 op->update_stats ();
1690 1707
1691 /* update the speed */ 1708 /* update the speed */
1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694 1711
1695 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1696 arrow->speed = 1.0;
1697 update_ob_speed (arrow);
1698 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1699 1714
1700 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1701 { 1716 {
1702 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1715 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1716 1731
1717 if (bow->slaying) 1732 if (bow->slaying)
1718 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1719 1734
1720 arrow->map = m;
1721 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1737
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1725 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1726 1740
1727 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1742 move_arrow (arrow);
1729 1743
1730 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1756 } 1770 }
1757 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758 { 1772 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1774 wcmod = -1;
1775
1761 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762 } 1777 }
1763 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1764 { 1779 {
1765 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1835 1850
1836 if (item->arch) 1851 if (item->arch)
1837 { 1852 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1840 item->speed = 0; 1855 item->set_speed (0);
1841 update_ob_speed (item);
1842 } 1856 }
1857
1843 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
1844 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1845 } 1860 }
1846 } 1861 }
1847 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
1848 {
1849 drain_rod_charge (item); 1863 drain_rod_charge (item);
1850 }
1851 } 1864 }
1852} 1865}
1853 1866
1854/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1855 */ 1868 */
2339 2352
2340 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2341 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2342 * called, so we recheck it here. 2355 * called, so we recheck it here.
2343 */ 2356 */
2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 ;
2347 2358
2348 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2349 return 0; 2360 return 0;
2350 2361
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2411{ 2422{
2412 object *next; 2423 object *next;
2413 2424
2414 while (op) 2425 while (op)
2415 { 2426 {
2416 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2417 * we remove object 'op' 2428
2418 */
2419 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2420 { 2430 {
2421 op->remove ();
2422 op->x = env->x;
2423 op->y = env->y;
2424 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2425 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2426 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2427 } 2435 }
2428 else if (op->inv) 2436 else if (op->inv)
2429 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2430 2438
2431 op = next; 2439 op = next;
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2726 2734
2727 /* restore player */ 2735 /* restore player */
2728 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2729 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2730 if (tmp)
2731 { 2738 {
2732 tmp->destroy (); 2739 tmp->destroy ();
2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2734 } 2741 }
2735 2742
2736 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2737 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2738 if (tmp)
2739 { 2745 {
2740 tmp->destroy (); 2746 tmp->destroy ();
2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2742 } 2748 }
2743 2749
2745 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2746 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2747 op->stats.food = 999; 2753 op->stats.food = 999;
2748 2754
2749 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2750 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2751 if (tmp != NULL)
2752 { 2757 {
2753 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2754 tmp->name = buf; 2759 tmp->name = buf;
2755 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 tmp->msg = buf; 2763 tmp->msg = buf;
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2761 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2762 insert_ob_in_map (tmp, op->map, op, 0);
2763 } 2767 }
2764 2768
2765 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2766 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2767 op->contr->braced = 0; 2771 op->contr->braced = 0;
2793 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2794 return; 2798 return;
2795 } 2799 }
2796 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2797 } 2801 }
2802
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2804
2800 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
2801 x = op->x; 2806 x = op->x;
2802 y = op->y; 2807 y = op->y;
2803 map = op->map; 2808 map = op->map;
2804
2805 2809
2806 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2807 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
2808 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
2809 */ 2813 */
2826 num_stats_lose = 1; 2830 num_stats_lose = 1;
2827 else 2831 else
2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 } 2833 }
2830 else 2834 else
2831 {
2832 num_stats_lose = 1; 2835 num_stats_lose = 1;
2833 } 2836
2834 lost_a_stat = 0; 2837 lost_a_stat = 0;
2835 2838
2836 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
2837 { 2840 {
2838 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3321 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3322 { 3325 {
3323 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1; 3327 return -1;
3325 } 3328 }
3329
3326 if (!pl || !op) 3330 if (!pl || !op)
3327 return 0; 3331 return 0;
3328 3332
3329 if (op->head)
3330 {
3331 op = op->head; 3333 op = op->head_ ();
3332 } 3334
3333 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3334 3336
3335 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any 3338 * through the object and find if it has any
3337 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3467 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3468 return; 3470 return;
3469 3471
3470 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3471 3473
3472 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3473 { 3475 {
3474 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3475 return; 3477 return;
3476 } 3478 }
3477 3479

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