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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC

180 180
181 players.insert (this); 181 players.insert (this);
182 ob->remove (); 182 ob->remove ();
183 ob->map = 0; 183 ob->map = 0;
184 ob->activate_recursive (); 184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
185 enter_map (); 187 enter_map ();
186} 188}
187 189
188void 190void
189player::deactivate () 191player::deactivate ()
190{ 192{
191 if (!active) 193 if (!active)
192 return; 194 return;
193 195
194 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
196 ob->remove (); 200 ob->remove ();
197 ob->map = 0; 201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
198 205
199 players.erase (this); 206 players.erase (this);
200} 207}
201 208
202// connect the player with a specific client 209// connect the player with a specific client
205player::connect (client *ns) 212player::connect (client *ns)
206{ 213{
207 this->ns = ns; 214 this->ns = ns;
208 ns->pl = this; 215 ns->pl = this;
209 216
217 run_on = 0;
218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
220
210 ns->update_look = 0; 221 ns->update_look = 0;
211 ns->look_position = 0; 222 ns->look_position = 0;
212 223
213 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
214 227
215 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
218 231
252 skin = tmp; 265 skin = tmp;
253 266
254 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
255 } 268 }
256 269
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 271
262 esrv_new_player (this, ob->weight + ob->carrying); 272 esrv_new_player (this, ob->weight + ob->carrying);
263 273
264 ob->update_stats (); 274 ob->update_stats ();
285 if (active) 295 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 297
288 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
289 299
300 ns->reset_stats ();
290 ns->pl = 0; 301 ns->pl = 0;
291 this->ns = 0; 302 this->ns = 0;
292 } 303 }
293 304
305 ob->close_container (); //TODO: client-specific
294 deactivate (); 306 deactivate ();
295} 307}
296 308
297// the need for this function can be explained 309// the need for this function can be explained
298// by load_object not returning the object 310// by load_object not returning the object
321 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
322 334
323 savebed_map = first_map_path; /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
324 336
325 gen_sp_armour = 10; 337 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none; 338 shoottype = range_none;
328 bowtype = bow_normal; 339 bowtype = bow_normal;
329 petmode = pet_normal; 340 petmode = pet_normal;
330 listening = 10; 341 listening = 10;
331 usekeys = containers; 342 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
334 do_los = 1; 344 do_los = 1;
335
336 /* we need to clear these to -1 and not zero - otherwise,
337 * if a player quits and starts a new character, we wont
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 345}
350 346
351void 347void
352player::do_destroy () 348player::do_destroy ()
353{ 349{
417 object *op = NULL; 413 object *op = NULL;
418 objectlink *ol; 414 objectlink *ol;
419 unsigned lastdist; 415 unsigned lastdist;
420 rv_vector rv; 416 rv_vector rv;
421 417
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 419 {
424 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
431 object *tmp = ol->ob; 427 object *tmp = ol->ob;
432 428
433 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared. 430 * itself will have been cleared.
435 */ 431 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
437 ol = ol->next; 434 ol = ol->next;
438 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
439 if (!ol) 436 if (!ol)
440 return op; 437 return op;
441 } 438 }
530 x = mon->x; 527 x = mon->x;
531 y = mon->y; 528 y = mon->y;
532 m = mon->map; 529 m = mon->map;
533 dir = rv.direction; 530 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
536 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 535 if (diff > max)
538 return 0; 536 return 0;
537
539 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
540 { 539 {
541 lastx = x; 540 lastx = x;
542 lasty = y; 541 lasty = y;
543 lastmap = m; 542 lastmap = m;
625 max--; 624 max--;
626 lastdir = dir; 625 lastdir = dir;
627 if (!firstdir) 626 if (!firstdir)
628 firstdir = dir; 627 firstdir = dir;
629 } 628 }
629
630 if (diff <= 1) 630 if (diff <= 1)
631 { 631 {
632 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 633 * headed toward player for entire distance.
634 */ 634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 637 }
638
638 if (diff > max) 639 if (diff > max)
639 return 0; 640 return 0;
640 } 641 }
642
641 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
642 if (!max) 644 if (!max)
643 return 0; 645 return 0;
644 646
645 return firstdir; 647 return firstdir;
759roll_stat (void) 761roll_stat (void)
760{ 762{
761 int a[4], i, j, k; 763 int a[4], i, j, k;
762 764
763 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
765 767
766 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 769 if (a[i] < k)
768 k = a[i], j = i; 770 k = a[i], j = i;
769 771
899 * to save here. 901 * to save here.
900 */ 902 */
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
902 make_path_to_file (buf); 904 make_path_to_file (buf);
903 905
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 906 start_info (op);
908 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
910 link_player_skills (op); 909 link_player_skills (op);
911 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1385 * found object is returned. 1384 * found object is returned.
1386 */ 1385 */
1387object * 1386object *
1388find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1389{ 1388{
1390 object *tmp = NULL; 1389 object *tmp = 0;
1391 1390
1392 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1396 return op; 1395 return op;
1396
1397 return tmp; 1397 return tmp;
1398} 1398}
1399 1399
1400/* 1400/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1405 */
1406
1407object * 1406object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1409{ 1408{
1410 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1859 { 1858 {
1860 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return; 1861 return;
1863 } 1862 }
1863
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return; 1865 return;
1866 case range_builder: 1866 case range_builder:
1867 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
1868 return; 1868 return;
1869 default: 1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return; 1871 return;
1872 } 1872 }
1873} 1873}
1874
1875
1876 1874
1877/* find_key 1875/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1880 * pl is the player,
1883 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
1886 */ 1884 */
1887
1888object * 1885object *
1889find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
1890{ 1887{
1891 object *tmp, *key; 1888 object *tmp, *key;
1892 1889
1893 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1891 if (!container->inv)
1895 return NULL; 1892 return 0;
1896 1893
1897 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1896 {
1900 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1898 break;
1902 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
1904 */ 1901 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1903 break;
1907 } 1904 }
1905
1908 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1909 * a key, return
1912 */ 1910 */
1913 if (!tmp) 1911 if (!tmp)
1914 { 1912 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1914 {
1917 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1917 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
1921 return key; 1919 return key;
1922 } 1920 }
1923 } 1921 }
1922
1924 if (!tmp) 1923 if (!tmp)
1925 return NULL; 1924 return NULL;
1926 } 1925 }
1926
1927 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1928 * see if we actually want to use it
1929 */ 1929 */
1930 if (pl != container) 1930 if (pl != container)
1931 { 1931 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1954 return NULL;
1955 } 1955 }
1956 } 1956 }
1957
1957 return tmp; 1958 return tmp;
1958} 1959}
1959 1960
1960/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
1981 make_visible (op); 1982 make_visible (op);
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
1984 if (door->type == DOOR) 1986 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
1989 { 1989 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1992 }
1993
1993 /* Do this after we print the message */ 1994 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
1996 if (container != op) 1997 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
1998 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
1999 } 2001 }
2000 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2001 { 2003 {
2002 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2006 return 1;
2005 } 2007 }
2008
2006 return 0; 2009 return 0;
2007} 2010}
2008 2011
2009/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2216 return 0; 2219 return 0;
2217 } 2220 }
2218 2221
2219 /* peterm: added following line */ 2222 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2225
2223 op->facing = dir; 2226 op->facing = dir;
2224 2227
2225 if (op->hide) 2228 if (op->hide)
2226 do_hidden_move (op); 2229 do_hidden_move (op);
2367 * from. 2370 * from.
2368 */ 2371 */
2369void 2372void
2370remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2371{ 2374{
2372 object *next;
2373
2374 while (op) 2375 while (op)
2375 { 2376 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2378
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2708 tmp->name = buf; 2709 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2713 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2716 tmp->insert_at (op, tmp);
2716 } 2717 }
2717 2718
2718 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
2971void 2972void
2972loot_object (object *op) 2973loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
2975 2976
2976 if (op->container) 2977 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2978
2979 for (tmp = op->inv; tmp; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
2980 { 2980 {
2981 next = tmp->below; 2981 next = tmp->below;
2982 2982
2983 if (tmp->invisible) 2983 if (tmp->invisible)
2984 continue; 2984 continue;
2985 2985
2986 tmp->remove (); 2986 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
2988 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2991
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2993 {
2994 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
2995 { 2995 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy (); 2997 tmp2->destroy ();
3008/* 3008/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 3011 * was changed.
3012 */ 3012 */
3013
3014void 3013void
3015fix_weight (void) 3014fix_weight (void)
3016{ 3015{
3017 for_all_players (pl) 3016 for_all_players (pl)
3018 { 3017 {
3531 * not readied. 3530 * not readied.
3532 */ 3531 */
3533void 3532void
3534player_unready_range_ob (player *pl, object *ob) 3533player_unready_range_ob (player *pl, object *ob)
3535{ 3534{
3536 rangetype i;
3537
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3540 if (pl->ranges[i] == ob) 3536 if (pl->ranges[i] == ob)
3541 { 3537 {
3542 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3543 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3546 }
3547 } 3541 }
3548 }
3549} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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