ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

34#include <functional> 34#include <functional>
35 35
36player * 36player *
37find_player (const char *plname) 37find_player (const char *plname)
38{ 38{
39 player *pl; 39 for_all_players (pl)
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl; 41 return pl;
44 42
45 return 0; 43 return 0;
46} 44}
160 158
161/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
162static void 160static void
163set_first_map (object *op) 161set_first_map (object *op)
164{ 162{
165 strcpy (op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
166 op->x = -1; 164 op->x = -1;
167 op->y = -1; 165 op->y = -1;
166}
167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 176 ob->enter_exit (tmp);
169}
170 177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
171void 183void
172player::connect (client *ns) 184player::connect (client *ns)
173{ 185{
174 this->ns = ns; 186 this->ns = ns;
175 ns->pl = this; 187 ns->pl = this;
180 ns->update_look = 0; 192 ns->update_look = 0;
181 ns->look_position = 0; 193 ns->look_position = 0;
182 194
183 clear_los (ob); 195 clear_los (ob);
184 196
197 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 198 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 199 ob->race = ob->arch->clone.race;
187 200
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 201 if (!legal_range (ob, shoottype))
189 ob->update_stats (); 202 shoottype = range_none;
190 update_ob_speed (ob);
191 203
192 ob->carrying = sum_weight (ob); 204 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 205 link_player_skills (ob);
194 206
195 if (!legal_range (ob, shoottype)) 207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 shoottype = range_none;
197 208
198 assign (title, ob->arch->clone.name); 209 assign (title, ob->arch->clone.name);
199 210
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come 211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information 212 * from the class, and not race. I don't see any way to get the class information
229 add_friendly_object (ob); 240 add_friendly_object (ob);
230 241
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); 242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 243
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
236 ns->floorbox_update (); 249 ns->floorbox_update ();
237 250
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
241 253
242 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
243 256
244// send_rules (ob);//TODO 257 send_rules (ob);
245// send_news (ob);//TODO 258 send_news (ob);
246// display_motd (ob);//TODO 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
248} 291}
249 292
250// the need for this function can be explained 293// the need for this function can be explained
251// by load_object not returning the object 294// by load_object not returning the object
252void 295void
259 ob->speed = 1.0; 302 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2; 304 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
263 306
264 set_first_map (ob);
265
266 ob->roll_stats (); 307 ob->roll_stats ();
267} 308}
268 309
269player::player () 310player::player ()
270{ 311{
271 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 313 * we deal with that below this point.
273 */ 314 */
274 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
277 318
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
279 320
280 gen_sp_armour = 10; 321 gen_sp_armour = 10;
281 last_speed = -1; 322 last_speed = -1;
282 shoottype = range_none; 323 shoottype = range_none;
283 bowtype = bow_normal; 324 bowtype = bow_normal;
301 342
302 last_stats.exp = -1; 343 last_stats.exp = -1;
303 last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
304} 345}
305 346
306player::~player () 347void
348player::do_destroy ()
307{ 349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
308 terminate_all_pets (ob); 357 terminate_all_pets (ob);
309 358
310 if (first_player != this) 359 if (first_player != this)
311 { 360 {
312 player *prev = first_player; 361 player *prev = first_player;
325 else 374 else
326 first_player = next; 375 first_player = next;
327 376
328 if (ob) 377 if (ob)
329 { 378 {
330 ob->contr = 0; 379 ob->destroy_inv (false);
331 ob->destroy (1); 380 ob->destroy ();
332 }
333
334 if (ns)
335 { 381 }
336 ns->send_packet ("goodbye"); 382}
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341 383
384player::~player ()
385{
342 /* Clear item stack */ 386 /* Clear item stack */
343 free (stack_items); 387 free (stack_items);
344} 388}
345 389
346/* Tries to add player on the connection passed in ns. 390/* Tries to add player on the connection passed in ns.
351player::create () 395player::create ()
352{ 396{
353 player *pl = new player; 397 player *pl = new player;
354 398
355 pl->set_object (arch_to_object (get_player_archetype (0))); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
400 set_first_map (pl->ob);
356 401
357 return pl; 402 return pl;
358} 403}
359 404
360/* 405/*
387 432
388object * 433object *
389get_nearest_player (object *mon) 434get_nearest_player (object *mon)
390{ 435{
391 object *op = NULL; 436 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 437 objectlink *ol;
394 unsigned lastdist; 438 unsigned lastdist;
395 rv_vector rv; 439 rv_vector rv;
396 440
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
429 { 473 {
430 op = ol->ob; 474 op = ol->ob;
431 lastdist = rv.distance; 475 lastdist = rv.distance;
432 } 476 }
433 } 477 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 478
435 { 479 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
440 { 482 {
441 op = pl->ob; 483 op = pl->ob;
442 lastdist = rv.distance; 484 lastdist = rv.distance;
443 } 485 }
444 } 486
445 }
446#if 0 487#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 489#endif
449 return op; 490 return op;
450} 491}
830 871
831 contr->orig_stats = stats; 872 contr->orig_stats = stats;
832 } 873 }
833} 874}
834 875
876static void
877start_info (object *op)
878{
879 char buf[MAX_BUF];
880
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885}
886
835/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
839 * not the class. 891 * not the class.
884 if (*first_map_ext_path) 936 if (*first_map_ext_path)
885 { 937 {
886 object *tmp; 938 object *tmp;
887 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
888 940
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
890 tmp = object::create (); 942 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
896 * default initial map */ 948 * default initial map */
897 tmp->destroy (); 949 tmp->destroy ();
898 } 950 }
899 else 951 else
953 } 1005 }
954 1006
955 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
957 1009
1010 op->contr->enable_save = false;
1011
958 terminate_all_pets (op); 1012 terminate_all_pets (op);
959 leave_map (op); 1013 op->remove ();
960 op->direction = 0; 1014 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962 1016
963 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
964 check_score (op); 1018 check_score (op);
965 op->contr->party = 0; 1019 op->contr->party = 0;
966 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
967 1021 op->contr->destroy ();
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988 1022
989 return 1; 1023 return 1;
990} 1024}
991 1025
992void 1026void
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1167 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 } 1172 }
1173
1167 /* philosophy: 1174 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1175 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1179 * example.
1173 * The drawback: right now it has no frontend, so you need to 1180 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then 1181 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1675 return 0; 1682 return 0;
1676 } 1683 }
1677 1684
1678 arrow->set_owner (op); 1685 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1687 arrow->direction = dir;
1682 arrow->x = sx;
1683 arrow->y = sy;
1684 1688
1685 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1686 { 1690 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats (); 1692 op->update_stats ();
1703 1707
1704 /* update the speed */ 1708 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707 1711
1708 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1712 1714
1713 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1714 { 1716 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1728 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1729 1731
1730 if (bow->slaying) 1732 if (bow->slaying)
1731 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1732 1734
1733 arrow->map = m;
1734 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1737
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1739 1740
1740 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1742 move_arrow (arrow);
1742 1743
1743 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1769 } 1770 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1772 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1774 wcmod = -1;
1775
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1777 }
1776 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1777 { 1779 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1848 1850
1849 if (item->arch) 1851 if (item->arch)
1850 { 1852 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1853 item->speed = 0; 1855 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1856 }
1857
1856 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1858 } 1860 }
1859 } 1861 }
1860 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1863 drain_rod_charge (item);
1863 }
1864 } 1864 }
1865} 1865}
1866 1866
1867/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1868 */ 1868 */
2352 2352
2353 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2355 * called, so we recheck it here.
2356 */ 2356 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360 2358
2361 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2362 return 0; 2360 return 0;
2363 2361
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2424{ 2422{
2425 object *next; 2423 object *next;
2426 2424
2427 while (op) 2425 while (op)
2428 { 2426 {
2429 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2430 * we remove object 'op' 2428
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 { 2430 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2440 } 2435 }
2441 else if (op->inv) 2436 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2443 2438
2444 op = next; 2439 op = next;
2445 } 2440 }
2446} 2441}
2447
2448 2442
2449/* 2443/*
2450 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2451 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2452 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2486 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2487 strcat (buf2, buf); 2481 strcat (buf2, buf);
2488 2482
2489 return buf2; 2483 return buf2;
2490} 2484}
2491
2492
2493 2485
2494void 2486void
2495do_some_living (object *op) 2487do_some_living (object *op)
2496{ 2488{
2497 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2506 const int max_grace = 1; 2498 const int max_grace = 1;
2507 2499
2508 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2509 { 2501 {
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2512 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2513 } 2505 }
2514 2506
2515 if (op->contr->ns->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2516 { 2508 {
2517
2518 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2519 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2520 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522 else 2513 else
2523 { 2514 {
2524 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526 } 2517 }
2518
2527 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else 2521 else
2530 { 2522 {
2531 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 } 2525 }
2526
2534 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2529 else
2537 { 2530 {
2538 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2554 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2549 op->stats.food = last_food;
2557 } 2550 }
2558 } 2551 }
2552
2559 if (max_sp > 1) 2553 if (max_sp > 1)
2560 { 2554 {
2561 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0) 2556 if (over_sp > 0)
2563 { 2557 {
2564 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2565 { 2559 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--; 2563 op->stats.sp--;
2564
2569 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2571 } 2567 }
2572 op->last_sp = 0; 2568 op->last_sp = 0;
2573 } 2569 }
2574 else 2570 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 } 2572 }
2579 else 2573 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2583 } 2575 }
2584 2576
2585 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2588 { 2580 {
2589 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2591 if (max_grace > 1) 2584 if (max_grace > 1)
2592 { 2585 {
2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594 if (over_grace > 0) 2587 if (over_grace > 0)
2595 { 2588 {
2623 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2618 op->stats.food = last_food;
2626 } 2619 }
2627 } 2620 }
2621
2628 if (max_hp > 1) 2622 if (max_hp > 1)
2629 { 2623 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0) 2625 if (over_hp > 0)
2632 { 2626 {
2656 2650
2657 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2659 else 2653 else
2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2661 /* dms do not consume food */ 2656 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2658 op->stats.food--;
2664 } 2659 }
2665 }
2666 2660
2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2668 { 2662 {
2669 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2670 2664
2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2672 { 2666 {
2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 {
2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2679 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2680 break; 2674 break;
2681 } 2675 }
2682 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2683 flesh = tmp; 2677 flesh = tmp;
2684 } /* End if paid for object */ 2678 } /* End if paid for object */
2685 } /* end of for loop */ 2679 } /* end of for loop */
2680
2686 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2682 * eat flesh instead.
2688 */ 2683 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2685 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2692 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2693 } 2688 }
2694 } /* end if player is starving */ 2689 }
2695 2690
2696 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2697 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2698 2693
2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2695 kill_player (op);
2696 }
2701} 2697}
2702
2703
2704 2698
2705/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2706 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2707 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2708 * file. 2702 * file.
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740 2734
2741 /* restore player */ 2735 /* restore player */
2742 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2743 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2744 if (tmp)
2745 { 2738 {
2746 tmp->destroy (); 2739 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748 } 2741 }
2749 2742
2750 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2751 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2752 if (tmp)
2753 { 2745 {
2754 tmp->destroy (); 2746 tmp->destroy ();
2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756 } 2748 }
2757 2749
2759 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2760 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2761 op->stats.food = 999; 2753 op->stats.food = 999;
2762 2754
2763 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2764 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2765 if (tmp != NULL)
2766 { 2757 {
2767 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2768 tmp->name = buf; 2759 tmp->name = buf;
2769 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2770 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772 tmp->msg = buf; 2763 tmp->msg = buf;
2773 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2774 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2775 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2776 insert_ob_in_map (tmp, op->map, op, 0);
2777 } 2767 }
2778 2768
2779 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2780 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2781 op->contr->braced = 0; 2771 op->contr->braced = 0;
2807 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2808 return; 2798 return;
2809 } 2799 }
2810 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2811 } 2801 }
2802
2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 2804
2814 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
2815 x = op->x; 2806 x = op->x;
2816 y = op->y; 2807 y = op->y;
2817 map = op->map; 2808 map = op->map;
2818
2819 2809
2820 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2821 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
2822 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
2823 */ 2813 */
2840 num_stats_lose = 1; 2830 num_stats_lose = 1;
2841 else 2831 else
2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 } 2833 }
2844 else 2834 else
2845 {
2846 num_stats_lose = 1; 2835 num_stats_lose = 1;
2847 } 2836
2848 lost_a_stat = 0; 2837 lost_a_stat = 0;
2849 2838
2850 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
2851 { 2840 {
2852 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3094 */ 3083 */
3095 3084
3096void 3085void
3097fix_weight (void) 3086fix_weight (void)
3098{ 3087{
3099 for (player *pl = first_player; pl; pl = pl->next) 3088 for_all_players (pl)
3100 { 3089 {
3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3102 3091
3103 if (old == sum) 3092 if (old == sum)
3104 continue; 3093 continue;
3108} 3097}
3109 3098
3110void 3099void
3111fix_luck (void) 3100fix_luck (void)
3112{ 3101{
3113 for (player *pl = first_player; pl; pl = pl->next) 3102 for_all_players (pl)
3114 if (!pl->ob->contr->ns->state) 3103 if (!pl->ob->contr->ns->state)
3115 pl->ob->change_luck (0); 3104 pl->ob->change_luck (0);
3116} 3105}
3117 3106
3118/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3335 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3336 { 3325 {
3337 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3338 return -1; 3327 return -1;
3339 } 3328 }
3329
3340 if (!pl || !op) 3330 if (!pl || !op)
3341 return 0; 3331 return 0;
3342 3332
3343 if (op->head)
3344 {
3345 op = op->head; 3333 op = op->head_ ();
3346 } 3334
3347 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3348 3336
3349 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any 3338 * through the object and find if it has any
3351 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3481 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3482 return; 3470 return;
3483 3471
3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485 3473
3486 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3487 { 3475 {
3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489 return; 3477 return;
3490 } 3478 }
3491 3479

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines