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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
169} 206}
170 207
171// connect the player with a specific client 208// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 209// also changed, rationalises, and fixes some incorrect settings
173void 210void
174player::connect (client *ns) 211player::connect (client *ns)
175{ 212{
176 this->ns = ns; 213 this->ns = ns;
177 ns->pl = this; 214 ns->pl = this;
178 215
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0; 216 ns->update_look = 0;
183 ns->look_position = 0; 217 ns->look_position = 0;
184 218
185 clear_los (ob); 219 clear_los (ob);
220
221//TODO: must move into client
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
186 247
187 /* make sure he's a player -- needed because of class change. */ 248 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 249 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 250 ob->race = ob->arch->clone.race;
190 251
193 254
194 ob->carrying = sum_weight (ob); 255 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 256 link_player_skills (ob);
196 257
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 259
201 assign (title, ob->arch->clone.name); 260 assign (title, ob->arch->clone.name);
202 261
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information 263 * from the class, and not race. I don't see any way to get the class information
226 skin = tmp; 285 skin = tmp;
227 286
228 set_dragon_name (ob, abil, skin); 287 set_dragon_name (ob, abil, skin);
229 } 288 }
230 289
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
239 ns->floorbox_update (); 295 ns->floorbox_update ();
240 296
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 297 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 298 esrv_add_spells (this, 0);
244 299
245 enter_exit (ob, 0); 300 activate ();
246 301
247// send_rules (ob);//TODO 302 send_rules (ob);
248// send_news (ob);//TODO 303 send_news (ob);
249// display_motd (ob);//TODO 304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
251} 325}
252 326
253// the need for this function can be explained 327// the need for this function can be explained
254// by load_object not returning the object 328// by load_object not returning the object
255void 329void
262 ob->speed = 1.0; 336 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 337 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 338 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */ 339 ob->run_away = 25; /* Then we panick... */
266 340
267 set_first_map (ob);
268
269 ob->roll_stats (); 341 ob->roll_stats ();
270} 342}
271 343
272player::player () 344player::player ()
273{ 345{
274 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 347 * we deal with that below this point.
276 */ 348 */
277 outputs_sync = 16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
280 352
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 353 savebed_map = first_map_path; /* Init. respawn position */
282 354
283 gen_sp_armour = 10; 355 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 356 shoottype = range_none;
286 bowtype = bow_normal; 357 bowtype = bow_normal;
287 petmode = pet_normal; 358 petmode = pet_normal;
288 listening = 10; 359 listening = 10;
289 usekeys = containers; 360 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 361 peaceful = 1; /* default peaceful */
292 do_los = 1; 362 do_los = 1;
363}
293 364
294 /* we need to clear these to -1 and not zero - otherwise, 365void
295 * if a player quits and starts a new character, we wont 366player::do_destroy ()
296 * send new values to the client, as things like exp start 367{
297 * at zero. 368 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 369
302 for (int i = 0; i < NROFATTACKS; i++) 370 attachable::do_destroy ();
303 last_resist[i] = -1;
304 371
305 last_stats.exp = -1; 372 if (ob)
306 last_weight = (uint32) - 1; 373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
307} 377}
308 378
309player::~player () 379player::~player ()
310{ 380{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 381 /* Clear item stack */
346 free (stack_items); 382 free (stack_items);
347} 383}
348 384
349/* Tries to add player on the connection passed in ns. 385/* Tries to add player on the connection passed in ns.
354player::create () 390player::create ()
355{ 391{
356 player *pl = new player; 392 player *pl = new player;
357 393
358 pl->set_object (arch_to_object (get_player_archetype (0))); 394 pl->set_object (arch_to_object (get_player_archetype (0)));
395 set_first_map (pl->ob);
359 396
360 return pl; 397 return pl;
361} 398}
362 399
363/* 400/*
390 427
391object * 428object *
392get_nearest_player (object *mon) 429get_nearest_player (object *mon)
393{ 430{
394 object *op = NULL; 431 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 432 objectlink *ol;
397 unsigned lastdist; 433 unsigned lastdist;
398 rv_vector rv; 434 rv_vector rv;
399 435
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 437 {
402 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 445 object *tmp = ol->ob;
410 446
411 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 448 * itself will have been cleared.
413 */ 449 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
415 ol = ol->next; 452 ol = ol->next;
416 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
417 if (!ol) 454 if (!ol)
418 return op; 455 return op;
419 } 456 }
432 { 469 {
433 op = ol->ob; 470 op = ol->ob;
434 lastdist = rv.distance; 471 lastdist = rv.distance;
435 } 472 }
436 } 473 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 474
438 { 475 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
443 { 478 {
444 op = pl->ob; 479 op = pl->ob;
445 lastdist = rv.distance; 480 lastdist = rv.distance;
446 } 481 }
447 } 482
448 }
449#if 0 483#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 485#endif
452 return op; 486 return op;
453} 487}
833 867
834 contr->orig_stats = stats; 868 contr->orig_stats = stats;
835 } 869 }
836} 870}
837 871
872static void
873start_info (object *op)
874{
875 char buf[MAX_BUF];
876
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881}
882
838/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
842 * not the class. 887 * not the class.
887 if (*first_map_ext_path) 932 if (*first_map_ext_path)
888 { 933 {
889 object *tmp; 934 object *tmp;
890 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
891 936
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
893 tmp = object::create (); 938 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
899 * default initial map */ 944 * default initial map */
900 tmp->destroy (); 945 tmp->destroy ();
901 } 946 }
902 else 947 else
941 if (op->msg) 986 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
943 988
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0; 990 return 0;
946}
947
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993} 991}
994 992
995void 993void
996flee_player (object *op) 994flee_player (object *op)
997{ 995{
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1134 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1139 }
1140
1170 /* philosophy: 1141 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1175 * example. 1146 * example.
1176 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1678 return 0; 1649 return 0;
1679 } 1650 }
1680 1651
1681 arrow->set_owner (op); 1652 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1654 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687 1655
1688 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1689 { 1657 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats (); 1659 op->update_stats ();
1706 1674
1707 /* update the speed */ 1675 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710 1678
1711 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1715 1681
1716 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1717 { 1683 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1731 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1732 1698
1733 if (bow->slaying) 1699 if (bow->slaying)
1734 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1735 1701
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1704
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1742 1707
1743 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1709 move_arrow (arrow);
1745 1710
1746 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1772 } 1737 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 { 1739 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1741 wcmod = -1;
1742
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 } 1744 }
1779 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1780 { 1746 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1851 1817
1852 if (item->arch) 1818 if (item->arch)
1853 { 1819 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1856 item->speed = 0; 1822 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1823 }
1824
1859 if ((tmp = item->in_player ())) 1825 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1827 }
1862 } 1828 }
1863 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1830 drain_rod_charge (item);
1866 }
1867 } 1831 }
1868} 1832}
1869 1833
1870/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1871 */ 1835 */
1910 { 1874 {
1911 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return; 1877 return;
1914 } 1878 }
1879
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return; 1881 return;
1917 case range_builder: 1882 case range_builder:
1918 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
1919 return; 1884 return;
1920 default: 1885 default:
2087 */ 2052 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 { 2054 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 { 2056 {
2092 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2093 if (!m) 2058 if (!m)
2094 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2095 } 2060 }
2096 else 2061 else
2097 m = op->map; 2062 m = op->map;
2098 2063
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 2065 return;
2103 }
2104 2066
2105 mon = 0; 2067 mon = 0;
2106 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2124 {
2163 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced) 2126 if (op->contr->braced)
2165 return; 2127 return;
2128
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2132 make_visible (op);
2133
2170 return; 2134 return;
2171 } 2135 }
2172 2136
2173 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2188 !on_battleground)) 2152 !on_battleground))
2189 { 2153 {
2190 if (!op->contr->braced) 2154 if (!op->contr->braced)
2191 { 2155 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2194 } 2158 }
2195 else 2159 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2197 2161
2198 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2213 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2217 */ 2181 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 { 2184 {
2222 2185
2223 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2257int 2220int
2258move_player (object *op, int dir) 2221move_player (object *op, int dir)
2259{ 2222{
2260 int pick; 2223 int pick;
2261 2224
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2226 return 0;
2264 2227
2265 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2267 { 2230 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2232 return 0;
2270 } 2233 }
2271 2234
2272 /* peterm: added following line */ 2235 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2275 2238
2276 op->facing = dir; 2239 op->facing = dir;
2277 2240
2355 2318
2356 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2357 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2321 * called, so we recheck it here.
2359 */ 2322 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2324 return 1;
2362 ;
2363 2325
2364 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2365 return 0; 2327 {
2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 { 2329 {
2369 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--; 2331 op->speed_left--;
2371 2332
2372 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2375 */ 2336 */
2376 move_player (op, op->direction); 2337 move_player (op, op->direction);
2377 if (op->speed_left > 0) 2338
2378 return 1; 2339 return op->speed_left > 0;
2379 else 2340 }
2380 return 0;
2381 } 2341 }
2382 2342
2383 return 0; 2343 return 0;
2384} 2344}
2385 2345
2427{ 2387{
2428 object *next; 2388 object *next;
2429 2389
2430 while (op) 2390 while (op)
2431 { 2391 {
2432 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2433 * we remove object 'op' 2393
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2395 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2443 } 2400 }
2444 else if (op->inv) 2401 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2446 2403
2447 op = next; 2404 op = next;
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742 2699
2743 /* restore player */ 2700 /* restore player */
2744 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2703 {
2748 tmp->destroy (); 2704 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2706 }
2751 2707
2752 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2710 {
2756 tmp->destroy (); 2711 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2713 }
2759 2714
2761 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2718 op->stats.food = 999;
2764 2719
2765 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2722 {
2769 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2724 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2728 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2777 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2732 }
2780 2733
2781 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2736 op->contr->braced = 0;
2788 2741
2789 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2790 2743
2791 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2792 { 2745 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2802 } 2748 }
2803 else 2749 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
2813 } 2751
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2753
2816 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
2817 x = op->x; 2755 x = op->x;
2818 y = op->y; 2756 y = op->y;
2819 map = op->map; 2757 map = op->map;
2820
2821 2758
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
2825 */ 2762 */
2842 num_stats_lose = 1; 2779 num_stats_lose = 1;
2843 else 2780 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2782 }
2846 else 2783 else
2847 {
2848 num_stats_lose = 1; 2784 num_stats_lose = 1;
2849 } 2785
2850 lost_a_stat = 0; 2786 lost_a_stat = 0;
2851 2787
2852 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
2853 { 2789 {
2854 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3012 /* */ 2948 /* */
3013 /****************************************/ 2949 /****************************************/
3014 2950
3015 enter_player_savebed (op); 2951 enter_player_savebed (op);
3016 2952
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2953 op->contr->braced = 0;
3021 op->contr->save ();
3022 2954
3023 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2958 * on the space that might harm the player.
3096 */ 3028 */
3097 3029
3098void 3030void
3099fix_weight (void) 3031fix_weight (void)
3100{ 3032{
3101 for (player *pl = first_player; pl; pl = pl->next) 3033 for_all_players (pl)
3102 { 3034 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 3036
3105 if (old == sum) 3037 if (old == sum)
3106 continue; 3038 continue;
3110} 3042}
3111 3043
3112void 3044void
3113fix_luck (void) 3045fix_luck (void)
3114{ 3046{
3115 for (player *pl = first_player; pl; pl = pl->next) 3047 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 3048 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 3049 pl->ob->change_luck (0);
3118} 3050}
3119 3051
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3238 3170
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3172
3241 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3245 { 3176 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op); 3178 make_visible (op);
3248 return; 3179 return;
3249 } 3180 }
3250 else 3181 else
3251 num += 20; 3182 num += 20;
3252 } 3183
3253 num += op->map->difficulty; 3184 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3186 num -= hide;
3187
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3189 {
3258 make_visible (op); 3190 make_visible (op);
3259 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 } 3193 }
3262 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266} 3196}
3267 3197
3268/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3269 3199
3270int 3200int
3337 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3338 { 3268 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3270 return -1;
3341 } 3271 }
3272
3342 if (!pl || !op) 3273 if (!pl || !op)
3343 return 0; 3274 return 0;
3344 3275
3345 if (op->head)
3346 {
3347 op = op->head; 3276 op = op->head_ ();
3348 } 3277
3349 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3350 3279
3351 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3281 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3483 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3484 return; 3413 return;
3485 3414
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487 3416
3488 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3489 { 3418 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return; 3420 return;
3492 } 3421 }
3493 3422

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