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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.105 by root, Thu Mar 1 20:25:06 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
199 ob->remove (); 200 ob->remove ();
200 ob->map = 0; 201 ob->map = 0;
202 party = 0;
201 203
202 // for weird reasons, this is often "ob", keeping a circular reference 204 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 205 ranges [range_skill] = 0;
204 206
205 players.erase (this); 207 players.erase (this);
211player::connect (client *ns) 213player::connect (client *ns)
212{ 214{
213 this->ns = ns; 215 this->ns = ns;
214 ns->pl = this; 216 ns->pl = this;
215 217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
216 ns->update_look = 0; 222 ns->update_look = 0;
217 ns->look_position = 0; 223 ns->look_position = 0;
218 224
219 clear_los (ob); 225 clear_los (ob);
220 226
221//TODO: must move into client 227 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 228
248 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
251 232
256 link_player_skills (ob); 237 link_player_skills (ob);
257 238
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 240
260 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 242
272 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
274 { 245 {
275 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
315 if (active) 286 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 288
318 INVOKE_PLAYER (DISCONNECT, this); 289 INVOKE_PLAYER (DISCONNECT, this);
319 290
291 ns->reset_stats ();
320 ns->pl = 0; 292 ns->pl = 0;
321 this->ns = 0; 293 this->ns = 0;
322 } 294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
323 298
324 deactivate (); 299 deactivate ();
325} 300}
326 301
327// the need for this function can be explained 302// the need for this function can be explained
328// by load_object not returning the object 303// by load_object not returning the object
329void 304void
330player::set_object (object *op) 305player::set_object (object *op)
331{ 306{
332 ob = op; 307 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
334 309
335 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
336 ob->speed = 1.0; 311 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 313}
343 314
344player::player () 315player::player ()
345{ 316{
346 /* There are some elements we want initialised to non zero value - 317 /* There are some elements we want initialised to non zero value -
390player::create () 361player::create ()
391{ 362{
392 player *pl = new player; 363 player *pl = new player;
393 364
394 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
395 set_first_map (pl->ob); 371 set_first_map (pl->ob);
396 372
397 return pl; 373 return pl;
398} 374}
399 375
545 x = mon->x; 521 x = mon->x;
546 y = mon->y; 522 y = mon->y;
547 m = mon->map; 523 m = mon->map;
548 dir = rv.direction; 524 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
551 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
552 if (diff > max) 529 if (diff > max)
553 return 0; 530 return 0;
531
554 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
555 { 533 {
556 lastx = x; 534 lastx = x;
557 lasty = y; 535 lasty = y;
558 lastmap = m; 536 lastmap = m;
640 max--; 618 max--;
641 lastdir = dir; 619 lastdir = dir;
642 if (!firstdir) 620 if (!firstdir)
643 firstdir = dir; 621 firstdir = dir;
644 } 622 }
623
645 if (diff <= 1) 624 if (diff <= 1)
646 { 625 {
647 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 627 * headed toward player for entire distance.
649 */ 628 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
652 } 631 }
632
653 if (diff > max) 633 if (diff > max)
654 return 0; 634 return 0;
655 } 635 }
636
656 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
657 if (!max) 638 if (!max)
658 return 0; 639 return 0;
659 640
660 return firstdir; 641 return firstdir;
774roll_stat (void) 755roll_stat (void)
775{ 756{
776 int a[4], i, j, k; 757 int a[4], i, j, k;
777 758
778 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
780 761
781 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 763 if (a[i] < k)
783 k = a[i], j = i; 764 k = a[i], j = i;
784 765
914 * to save here. 895 * to save here.
915 */ 896 */
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
917 make_path_to_file (buf); 898 make_path_to_file (buf);
918 899
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 900 start_info (op);
923 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
925 link_player_skills (op); 903 link_player_skills (op);
926 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1400 * found object is returned. 1378 * found object is returned.
1401 */ 1379 */
1402object * 1380object *
1403find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1404{ 1382{
1405 object *tmp = NULL; 1383 object *tmp = 0;
1406 1384
1407 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1410 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1411 return op; 1389 return op;
1390
1412 return tmp; 1391 return tmp;
1413} 1392}
1414 1393
1415/* 1394/*
1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1417 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1418 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1419 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1420 */ 1399 */
1421
1422object * 1400object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1424{ 1402{
1425 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return; 1865 return;
1888 } 1866 }
1889} 1867}
1890 1868
1891
1892
1893/* find_key 1869/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1897 * for both is the same - just the specific key is different. 1873 * for both is the same - just the specific key is different.
1898 * pl is the player, 1874 * pl is the player,
1899 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1902 */ 1878 */
1903
1904object * 1879object *
1905find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1906{ 1881{
1907 object *tmp, *key; 1882 object *tmp, *key;
1908 1883
1909 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1885 if (!container->inv)
1911 return NULL; 1886 return 0;
1912 1887
1913 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1890 {
1916 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1892 break;
1918 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1920 */ 1895 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1897 break;
1923 } 1898 }
1899
1924 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1903 * a key, return
1928 */ 1904 */
1929 if (!tmp) 1905 if (!tmp)
1930 { 1906 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1908 {
1933 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1911 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1937 return key; 1913 return key;
1938 } 1914 }
1939 } 1915 }
1916
1940 if (!tmp) 1917 if (!tmp)
1941 return NULL; 1918 return NULL;
1942 } 1919 }
1920
1943 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1922 * see if we actually want to use it
1945 */ 1923 */
1946 if (pl != container) 1924 if (pl != container)
1947 { 1925 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1948 return NULL;
1971 } 1949 }
1972 } 1950 }
1951
1973 return tmp; 1952 return tmp;
1974} 1953}
1975 1954
1976/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
1997 make_visible (op); 1976 make_visible (op);
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2000 if (door->type == DOOR) 1980 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2005 { 1983 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1986 }
1987
2009 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2012 if (container != op) 1991 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2014 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2015 } 1995 }
2016 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2017 { 1997 {
2018 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2020 return 1; 2000 return 1;
2021 } 2001 }
2002
2022 return 0; 2003 return 0;
2023} 2004}
2024 2005
2025/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2232 return 0; 2213 return 0;
2233 } 2214 }
2234 2215
2235 /* peterm: added following line */ 2216 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2219
2239 op->facing = dir; 2220 op->facing = dir;
2240 2221
2241 if (op->hide) 2222 if (op->hide)
2242 do_hidden_move (op); 2223 do_hidden_move (op);
2383 * from. 2364 * from.
2384 */ 2365 */
2385void 2366void
2386remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2387{ 2368{
2388 object *next;
2389
2390 while (op) 2369 while (op)
2391 { 2370 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393 2372
2394 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2724 tmp->name = buf; 2703 tmp->name = buf;
2725 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2707 tmp->msg = buf;
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2710 tmp->insert_at (op, tmp);
2732 } 2711 }
2733 2712
2734 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2987void 2966void
2988loot_object (object *op) 2967loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
2991 2970
2992 if (op->container) 2971 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2972
2995 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
2996 { 2974 {
2997 next = tmp->below; 2975 next = tmp->below;
2998 2976
2999 if (tmp->invisible) 2977 if (tmp->invisible)
3000 continue; 2978 continue;
3001 2979
3002 tmp->remove (); 2980 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3004 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2985
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2987 {
3010 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3011 { 2989 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy (); 2991 tmp2->destroy ();
3024/* 3002/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 3005 * was changed.
3028 */ 3006 */
3029
3030void 3007void
3031fix_weight (void) 3008fix_weight (void)
3032{ 3009{
3033 for_all_players (pl) 3010 for_all_players (pl)
3034 { 3011 {
3547 * not readied. 3524 * not readied.
3548 */ 3525 */
3549void 3526void
3550player_unready_range_ob (player *pl, object *ob) 3527player_unready_range_ob (player *pl, object *ob)
3551{ 3528{
3552 rangetype i;
3553
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3529 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3555 {
3556 if (pl->ranges[i] == ob) 3530 if (pl->ranges[i] == ob)
3557 { 3531 {
3558 pl->ranges[i] = NULL; 3532 pl->ranges[i] = 0;
3559 if (pl->shoottype == i) 3533 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none; 3534 pl->shoottype = range_none;
3562 }
3563 } 3535 }
3564 }
3565} 3536}
3537
3538sint8
3539player::visibility_at (maptile *map, int x, int y) const
3540{
3541 if (!ns)
3542 return 0;
3543
3544 int dx, dy;
3545 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3546 return 0;
3547
3548 x += dx - ns->current_x + ns->mapx / 2;
3549 y += dy - ns->current_y + ns->mapy / 2;
3550
3551 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3552 return 0;
3553
3554 return 100 - blocked_los [x][y];
3555}

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