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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 1.82 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);
177
178 tmp->destroy ();
169} 179}
170 180
171// connect the player with a specific client 181// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 182// also changed, rationalises, and fixes some incorrect settings
173void 183void
193 203
194 ob->carrying = sum_weight (ob); 204 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 205 link_player_skills (ob);
196 206
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 208
201 assign (title, ob->arch->clone.name); 209 assign (title, ob->arch->clone.name);
202 210
203 /* 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
204 * 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
232 add_friendly_object (ob); 240 add_friendly_object (ob);
233 241
234 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);
235 243
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 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);
238 245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
239 ns->floorbox_update (); 249 ns->floorbox_update ();
240 250
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
244 253
245 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
246 256
247// send_rules (ob);//TODO 257 send_rules (ob);
248// send_news (ob);//TODO 258 send_news (ob);
249// display_motd (ob);//TODO 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
250 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 }
251} 291}
252 292
253// the need for this function can be explained 293// the need for this function can be explained
254// by load_object not returning the object 294// by load_object not returning the object
255void 295void
262 ob->speed = 1.0; 302 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2; 304 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
266 306
267 set_first_map (ob);
268
269 ob->roll_stats (); 307 ob->roll_stats ();
270} 308}
271 309
272player::player () 310player::player ()
273{ 311{
274 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 313 * we deal with that below this point.
276 */ 314 */
277 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
280 318
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
282 320
283 gen_sp_armour = 10; 321 gen_sp_armour = 10;
284 last_speed = -1; 322 last_speed = -1;
285 shoottype = range_none; 323 shoottype = range_none;
286 bowtype = bow_normal; 324 bowtype = bow_normal;
304 342
305 last_stats.exp = -1; 343 last_stats.exp = -1;
306 last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
307} 345}
308 346
309player::~player () 347void
348player::do_destroy ()
310{ 349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
311 terminate_all_pets (ob); 357 terminate_all_pets (ob);
312 358
313 if (first_player != this) 359 if (first_player != this)
314 { 360 {
315 player *prev = first_player; 361 player *prev = first_player;
328 else 374 else
329 first_player = next; 375 first_player = next;
330 376
331 if (ob) 377 if (ob)
332 { 378 {
333 ob->contr = 0; 379 ob->destroy_inv (false);
334 ob->destroy (1); 380 ob->destroy ();
335 }
336
337 if (ns)
338 { 381 }
339 ns->send_packet ("goodbye"); 382}
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344 383
384player::~player ()
385{
345 /* Clear item stack */ 386 /* Clear item stack */
346 free (stack_items); 387 free (stack_items);
347} 388}
348 389
349/* Tries to add player on the connection passed in ns. 390/* Tries to add player on the connection passed in ns.
354player::create () 395player::create ()
355{ 396{
356 player *pl = new player; 397 player *pl = new player;
357 398
358 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);
359 401
360 return pl; 402 return pl;
361} 403}
362 404
363/* 405/*
390 432
391object * 433object *
392get_nearest_player (object *mon) 434get_nearest_player (object *mon)
393{ 435{
394 object *op = NULL; 436 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 437 objectlink *ol;
397 unsigned lastdist; 438 unsigned lastdist;
398 rv_vector rv; 439 rv_vector rv;
399 440
400 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)
432 { 473 {
433 op = ol->ob; 474 op = ol->ob;
434 lastdist = rv.distance; 475 lastdist = rv.distance;
435 } 476 }
436 } 477 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 478
438 { 479 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
443 { 482 {
444 op = pl->ob; 483 op = pl->ob;
445 lastdist = rv.distance; 484 lastdist = rv.distance;
446 } 485 }
447 } 486
448 }
449#if 0 487#if 0
450 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)");
451#endif 489#endif
452 return op; 490 return op;
453} 491}
833 871
834 contr->orig_stats = stats; 872 contr->orig_stats = stats;
835 } 873 }
836} 874}
837 875
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
838/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
842 * not the class. 891 * not the class.
887 if (*first_map_ext_path) 936 if (*first_map_ext_path)
888 { 937 {
889 object *tmp; 938 object *tmp;
890 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
891 940
892 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);
893 tmp = object::create (); 942 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
897 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;
898 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
899 * default initial map */ 948 * default initial map */
900 tmp->destroy (); 949 tmp->destroy ();
901 } 950 }
902 else 951 else
956 } 1005 }
957 1006
958 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
960 1009
1010 op->contr->enable_save = false;
1011
961 terminate_all_pets (op); 1012 terminate_all_pets (op);
962 leave_map (op); 1013 op->remove ();
963 op->direction = 0; 1014 op->direction = 0;
964 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);
965 1016
966 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
967 check_score (op); 1018 check_score (op);
968 op->contr->party = 0; 1019 op->contr->party = 0;
969 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
970 1021 op->contr->destroy ();
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 1022
992 return 1; 1023 return 1;
993} 1024}
994 1025
995void 1026void
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 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)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1167 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 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)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 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 } 1172 }
1173
1170 /* philosophy: 1174 /* philosophy:
1171 * 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
1172 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1174 * 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
1175 * example. 1179 * example.
1176 * 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
1177 * 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
1178 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1678 return 0; 1682 return 0;
1679 } 1683 }
1680 1684
1681 arrow->set_owner (op); 1685 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1687 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687 1688
1688 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1689 { 1690 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats (); 1692 op->update_stats ();
1706 1707
1707 /* update the speed */ 1708 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 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; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710 1711
1711 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1715 1714
1716 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1717 { 1716 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1731 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1732 1731
1733 if (bow->slaying) 1732 if (bow->slaying)
1734 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1735 1734
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1737
1740 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);
1741 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1742 1740
1743 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1742 move_arrow (arrow);
1745 1743
1746 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1772 } 1770 }
1773 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)
1774 { 1772 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1774 wcmod = -1;
1775
1777 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);
1778 } 1777 }
1779 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1780 { 1779 {
1781 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);
1851 1850
1852 if (item->arch) 1851 if (item->arch)
1853 { 1852 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1856 item->speed = 0; 1855 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1856 }
1857
1859 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1860 }
1862 } 1861 }
1863 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1863 drain_rod_charge (item);
1866 }
1867 } 1864 }
1868} 1865}
1869 1866
1870/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1871 */ 1868 */
2355 2352
2356 /* 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
2357 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2355 * called, so we recheck it here.
2359 */ 2356 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363 2358
2364 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2365 return 0; 2360 return 0;
2366 2361
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2427{ 2422{
2428 object *next; 2423 object *next;
2429 2424
2430 while (op) 2425 while (op)
2431 { 2426 {
2432 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' */
2433 * we remove object 'op' 2428
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2430 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2443 } 2435 }
2444 else if (op->inv) 2436 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2446 2438
2447 op = next; 2439 op = next;
2740 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!");
2741 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...");
2742 2734
2743 /* restore player */ 2735 /* restore player */
2744 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2738 {
2748 tmp->destroy (); 2739 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2741 }
2751 2742
2752 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2745 {
2756 tmp->destroy (); 2746 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2748 }
2759 2749
2761 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2753 op->stats.food = 999;
2764 2754
2765 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2757 {
2769 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2759 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2772 " 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",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2763 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2777 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2767 }
2780 2768
2781 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2771 op->contr->braced = 0;
2809 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2810 return; 2798 return;
2811 } 2799 }
2812 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2813 } 2801 }
2802
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2804
2816 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
2817 x = op->x; 2806 x = op->x;
2818 y = op->y; 2807 y = op->y;
2819 map = op->map; 2808 map = op->map;
2820
2821 2809
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * 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.
2824 * 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.
2825 */ 2813 */
2842 num_stats_lose = 1; 2830 num_stats_lose = 1;
2843 else 2831 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2833 }
2846 else 2834 else
2847 {
2848 num_stats_lose = 1; 2835 num_stats_lose = 1;
2849 } 2836
2850 lost_a_stat = 0; 2837 lost_a_stat = 0;
2851 2838
2852 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
2853 { 2840 {
2854 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3096 */ 3083 */
3097 3084
3098void 3085void
3099fix_weight (void) 3086fix_weight (void)
3100{ 3087{
3101 for (player *pl = first_player; pl; pl = pl->next) 3088 for_all_players (pl)
3102 { 3089 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 3091
3105 if (old == sum) 3092 if (old == sum)
3106 continue; 3093 continue;
3110} 3097}
3111 3098
3112void 3099void
3113fix_luck (void) 3100fix_luck (void)
3114{ 3101{
3115 for (player *pl = first_player; pl; pl = pl->next) 3102 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 3103 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 3104 pl->ob->change_luck (0);
3118} 3105}
3119 3106
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3337 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3338 { 3325 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3327 return -1;
3341 } 3328 }
3329
3342 if (!pl || !op) 3330 if (!pl || !op)
3343 return 0; 3331 return 0;
3344 3332
3345 if (op->head)
3346 {
3347 op = op->head; 3333 op = op->head_ ();
3348 } 3334
3349 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3350 3336
3351 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3338 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3483 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3484 return; 3470 return;
3485 3471
3486 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++);
3487 3473
3488 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3489 { 3475 {
3490 /* 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]); */
3491 return; 3477 return;
3492 } 3478 }
3493 3479

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