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Comparing deliantra/server/server/player.C (file contents):
Revision 1.84 by root, Wed Jan 3 20:32:13 2007 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 38
46void 39void
47display_motd (const object *op) 40display_motd (const object *op)
48{ 41{
49 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
132 125
133 if (*buf == '%') 126 if (*buf == '%')
134 { /* send one news */ 127 { /* send one news */
135 if (size > 0) 128 if (size > 0)
136 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
137 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
138 strip_endline (subject); 132 strip_endline (subject);
139 size = 0; 133 size = 0;
140 news[0] = '\0'; 134 news[0] = '\0';
141 } 135 }
176 ob->enter_exit (tmp); 170 ob->enter_exit (tmp);
177 171
178 tmp->destroy (); 172 tmp->destroy ();
179} 173}
180 174
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
181// connect the player with a specific client 209// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 210// also changed, rationalises, and fixes some incorrect settings
183void 211void
184player::connect (client *ns) 212player::connect (client *ns)
185{ 213{
186 this->ns = ns; 214 this->ns = ns;
187 ns->pl = this; 215 ns->pl = this;
188 216
189 next = first_player; 217 run_on = 0;
190 first_player = this; 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
191 220
192 ns->update_look = 0; 221 ns->update_look = 0;
193 ns->look_position = 0; 222 ns->look_position = 0;
194 223
195 clear_los (ob); 224 clear_los (ob);
225
226 ns->reset_stats ();
196 227
197 /* make sure he's a player -- needed because of class change. */ 228 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 229 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 230 ob->race = ob->arch->clone.race;
200 231
234 skin = tmp; 265 skin = tmp;
235 266
236 set_dragon_name (ob, abil, skin); 267 set_dragon_name (ob, abil, skin);
237 } 268 }
238 269
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 271
246 esrv_new_player (this, ob->weight + ob->carrying); 272 esrv_new_player (this, ob->weight + ob->carrying);
247 273
248 ob->update_stats (); 274 ob->update_stats ();
249 ns->floorbox_update (); 275 ns->floorbox_update ();
250 276
251 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
253 279
254 ob->activate_recursive (); 280 activate ();
255 enter_map ();
256 281
257 send_rules (ob); 282 send_rules (ob);
258 send_news (ob); 283 send_news (ob);
259 display_motd (ob); 284 display_motd (ob);
260 285
263} 288}
264 289
265void 290void
266player::disconnect () 291player::disconnect ()
267{ 292{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 293 if (ns)
273 { 294 {
274 if (enable_save) 295 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 297
280 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
281 299
282 client *ns = this->ns; 300 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 301 ns->pl = 0;
286 this->ns = 0; 302 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
291} 307}
292 308
293// the need for this function can be explained 309// the need for this function can be explained
294// by load_object not returning the object 310// by load_object not returning the object
295void 311void
317 unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
318 334
319 savebed_map = first_map_path; /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
320 336
321 gen_sp_armour = 10; 337 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none; 338 shoottype = range_none;
324 bowtype = bow_normal; 339 bowtype = bow_normal;
325 petmode = pet_normal; 340 petmode = pet_normal;
326 listening = 10; 341 listening = 10;
327 usekeys = containers; 342 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
330 do_los = 1; 344 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 345}
346 346
347void 347void
348player::do_destroy () 348player::do_destroy ()
349{ 349{
350 disconnect (); 350 disconnect ();
351 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 352 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 353
377 if (ob) 354 if (ob)
378 { 355 {
379 ob->destroy_inv (false); 356 ob->destroy_inv (false);
380 ob->destroy (); 357 ob->destroy ();
436 object *op = NULL; 413 object *op = NULL;
437 objectlink *ol; 414 objectlink *ol;
438 unsigned lastdist; 415 unsigned lastdist;
439 rv_vector rv; 416 rv_vector rv;
440 417
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 419 {
443 /* 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
444 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
450 object *tmp = ol->ob; 427 object *tmp = ol->ob;
451 428
452 /* 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
453 * itself will have been cleared. 430 * itself will have been cleared.
454 */ 431 */
455 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 ());
456 ol = ol->next; 434 ol = ol->next;
457 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
458 if (!ol) 436 if (!ol)
459 return op; 437 return op;
460 } 438 }
778roll_stat (void) 756roll_stat (void)
779{ 757{
780 int a[4], i, j, k; 758 int a[4], i, j, k;
781 759
782 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
784 762
785 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 764 if (a[i] < k)
787 k = a[i], j = i; 765 k = a[i], j = i;
788 766
918 * to save here. 896 * to save here.
919 */ 897 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf); 899 make_path_to_file (buf);
922 900
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 901 start_info (op);
927 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
929 link_player_skills (op); 904 link_player_skills (op);
930 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
990 if (op->msg) 965 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
992 967
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0; 969 return 0;
995}
996
997int
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1012 terminate_all_pets (op);
1013 op->remove ();
1014 op->direction = 0;
1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1016
1017 strcpy (op->contr->killer, "quit");
1018 check_score (op);
1019 op->contr->party = 0;
1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1022
1023 return 1;
1024} 970}
1025 971
1026void 972void
1027flee_player (object *op) 973flee_player (object *op)
1028{ 974{
1907 { 1853 {
1908 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return; 1856 return;
1911 } 1857 }
1858
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return; 1860 return;
1914 case range_builder: 1861 case range_builder:
1915 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
1916 return; 1863 return;
1917 default: 1864 default:
2084 */ 2031 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 { 2033 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 { 2035 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2090 if (!m) 2037 if (!m)
2091 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2092 } 2039 }
2093 else 2040 else
2094 m = op->map; 2041 m = op->map;
2095 2042
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 2044 return;
2100 }
2101 2045
2102 mon = 0; 2046 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2103 {
2160 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2105 if (op->contr->braced)
2162 return; 2106 return;
2107
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2111 make_visible (op);
2112
2167 return; 2113 return;
2168 } 2114 }
2169 2115
2170 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2185 !on_battleground)) 2131 !on_battleground))
2186 { 2132 {
2187 if (!op->contr->braced) 2133 if (!op->contr->braced)
2188 { 2134 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2191 } 2137 }
2192 else 2138 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2194 2140
2195 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2210 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2160 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2163 {
2219 2164
2220 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2266 return 0; 2211 return 0;
2267 } 2212 }
2268 2213
2269 /* peterm: added following line */ 2214 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2217
2273 op->facing = dir; 2218 op->facing = dir;
2274 2219
2275 if (op->hide) 2220 if (op->hide)
2276 do_hidden_move (op); 2221 do_hidden_move (op);
2760 " 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",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf; 2707 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2765 op->insert_at (tmp, op); 2710 tmp->insert_at (op, tmp);
2766 } 2711 }
2767 2712
2768 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2770 op->contr->braced = 0; 2715 op->contr->braced = 0;
2775 2720
2776 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2777 2722
2778 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2779 { 2724 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2789 } 2727 }
2790 else 2728 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2800 }
2801 2730
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2732
2804 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2805 x = op->x; 2734 x = op->x;
2998 /* */ 2927 /* */
2999 /****************************************/ 2928 /****************************************/
3000 2929
3001 enter_player_savebed (op); 2930 enter_player_savebed (op);
3002 2931
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2932 op->contr->braced = 0;
3007 op->contr->save ();
3008 2933
3009 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2937 * on the space that might harm the player.
3057 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3058 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2984 { /* empty container to ground */
3060 loot_object (tmp); 2985 loot_object (tmp);
3061 } 2986 }
3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3063 { 2988 {
3064 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3065 { 2990 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy (); 2992 tmp2->destroy ();
3224 3149
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226 3151
3227 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3228 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3231 { 3155 {
3232 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3233 make_visible (op); 3157 make_visible (op);
3234 return; 3158 return;
3235 } 3159 }
3236 else 3160 else
3237 num += 20; 3161 num += 20;
3238 } 3162
3239 num += op->map->difficulty; 3163 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 3165 num -= hide;
3166
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 3168 {
3244 make_visible (op); 3169 make_visible (op);
3245 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3246 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3247 } 3172 }
3248 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3249 {
3250 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3251 }
3252} 3175}
3253 3176
3254/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3255 3178
3256int 3179int
3603 * not readied. 3526 * not readied.
3604 */ 3527 */
3605void 3528void
3606player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3607{ 3530{
3608 rangetype i;
3609
3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3611 {
3612 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3613 { 3533 {
3614 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3615 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3618 }
3619 } 3537 }
3620 }
3621} 3538}

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