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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199 208
200 assign (title, ob->arch->clone.name); 209 assign (title, ob->arch->clone.name);
201 210
202 /* 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
203 * 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
231 add_friendly_object (ob); 240 add_friendly_object (ob);
232 241
233 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);
234 243
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 245
238 esrv_new_player (this, ob->weight + ob->carrying); 246 esrv_new_player (this, ob->weight + ob->carrying);
239 247
240 ob->update_stats (); 248 ob->update_stats ();
241 ns->floorbox_update (); 249 ns->floorbox_update ();
242 250
243 esrv_send_inventory (ob, ob); 251 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 252 esrv_add_spells (this, 0);
245 253
246 enter_exit (ob, 0); 254 ob->activate_recursive ();
255 enter_map ();
247 256
248 send_rules (ob); 257 send_rules (ob);
249 send_news (ob); 258 send_news (ob);
250 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
251 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 }
252} 291}
253 292
254// the need for this function can be explained 293// the need for this function can be explained
255// by load_object not returning the object 294// by load_object not returning the object
256void 295void
263 ob->speed = 1.0; 302 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */ 303 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2; 304 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */ 305 ob->run_away = 25; /* Then we panick... */
267 306
268 set_first_map (ob);
269
270 ob->roll_stats (); 307 ob->roll_stats ();
271} 308}
272 309
273player::player () 310player::player ()
274{ 311{
275 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 313 * we deal with that below this point.
277 */ 314 */
278 outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
279 outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
280 unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
281 318
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
283 320
284 gen_sp_armour = 10; 321 gen_sp_armour = 10;
285 last_speed = -1; 322 last_speed = -1;
286 shoottype = range_none; 323 shoottype = range_none;
287 bowtype = bow_normal; 324 bowtype = bow_normal;
305 342
306 last_stats.exp = -1; 343 last_stats.exp = -1;
307 last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
308} 345}
309 346
310player::~player () 347void
348player::do_destroy ()
311{ 349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
312 terminate_all_pets (ob); 357 terminate_all_pets (ob);
313 358
314 if (first_player != this) 359 if (first_player != this)
315 { 360 {
316 player *prev = first_player; 361 player *prev = first_player;
329 else 374 else
330 first_player = next; 375 first_player = next;
331 376
332 if (ob) 377 if (ob)
333 { 378 {
334 ob->contr = 0; 379 ob->destroy_inv (false);
335 ob->destroy (1); 380 ob->destroy ();
336 }
337
338 if (ns)
339 { 381 }
340 ns->send_packet ("goodbye"); 382}
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345 383
384player::~player ()
385{
346 /* Clear item stack */ 386 /* Clear item stack */
347 free (stack_items); 387 free (stack_items);
348} 388}
349 389
350/* Tries to add player on the connection passed in ns. 390/* Tries to add player on the connection passed in ns.
355player::create () 395player::create ()
356{ 396{
357 player *pl = new player; 397 player *pl = new player;
358 398
359 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);
360 401
361 return pl; 402 return pl;
362} 403}
363 404
364/* 405/*
391 432
392object * 433object *
393get_nearest_player (object *mon) 434get_nearest_player (object *mon)
394{ 435{
395 object *op = NULL; 436 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 437 objectlink *ol;
398 unsigned lastdist; 438 unsigned lastdist;
399 rv_vector rv; 439 rv_vector rv;
400 440
401 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)
433 { 473 {
434 op = ol->ob; 474 op = ol->ob;
435 lastdist = rv.distance; 475 lastdist = rv.distance;
436 } 476 }
437 } 477 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 478
439 { 479 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
444 { 482 {
445 op = pl->ob; 483 op = pl->ob;
446 lastdist = rv.distance; 484 lastdist = rv.distance;
447 } 485 }
448 } 486
449 }
450#if 0 487#if 0
451 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)");
452#endif 489#endif
453 return op; 490 return op;
454} 491}
834 871
835 contr->orig_stats = stats; 872 contr->orig_stats = stats;
836 } 873 }
837} 874}
838 875
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
839/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
843 * not the class. 891 * not the class.
888 if (*first_map_ext_path) 936 if (*first_map_ext_path)
889 { 937 {
890 object *tmp; 938 object *tmp;
891 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
892 940
893 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);
894 tmp = object::create (); 942 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
898 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;
899 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
900 * default initial map */ 948 * default initial map */
901 tmp->destroy (); 949 tmp->destroy ();
902 } 950 }
903 else 951 else
957 } 1005 }
958 1006
959 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
961 1009
1010 op->contr->enable_save = false;
1011
962 terminate_all_pets (op); 1012 terminate_all_pets (op);
963 leave_map (op); 1013 op->remove ();
964 op->direction = 0; 1014 op->direction = 0;
965 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);
966 1016
967 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
968 check_score (op); 1018 check_score (op);
969 op->contr->party = 0; 1019 op->contr->party = 0;
970 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
971 1021 op->contr->destroy ();
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992 1022
993 return 1; 1023 return 1;
994} 1024}
995 1025
996void 1026void
1652 return 0; 1682 return 0;
1653 } 1683 }
1654 1684
1655 arrow->set_owner (op); 1685 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1687 arrow->direction = dir;
1659 arrow->x = sx;
1660 arrow->y = sy;
1661 1688
1662 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1663 { 1690 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats (); 1692 op->update_stats ();
1680 1707
1681 /* update the speed */ 1708 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 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;
1684 1711
1685 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1689 1714
1690 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1691 { 1716 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1705 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1706 1731
1707 if (bow->slaying) 1732 if (bow->slaying)
1708 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1709 1734
1710 arrow->map = m;
1711 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1737
1714 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);
1715 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1716 1740
1717 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1742 move_arrow (arrow);
1719 1743
1720 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1746 } 1770 }
1747 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)
1748 { 1772 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1774 wcmod = -1;
1775
1751 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);
1752 } 1777 }
1753 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1754 { 1779 {
1755 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);
1825 1850
1826 if (item->arch) 1851 if (item->arch)
1827 { 1852 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1830 item->speed = 0; 1855 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1856 }
1857
1833 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
1834 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1860 }
1836 } 1861 }
1837 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1863 drain_rod_charge (item);
1840 }
1841 } 1864 }
1842} 1865}
1843 1866
1844/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1845 */ 1868 */
2329 2352
2330 /* 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
2331 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2355 * called, so we recheck it here.
2333 */ 2356 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337 2358
2338 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2339 return 0; 2360 return 0;
2340 2361
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2401{ 2422{
2402 object *next; 2423 object *next;
2403 2424
2404 while (op) 2425 while (op)
2405 { 2426 {
2406 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' */
2407 * we remove object 'op' 2428
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 { 2430 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2417 } 2435 }
2418 else if (op->inv) 2436 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2420 2438
2421 op = next; 2439 op = next;
2714 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!");
2715 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...");
2716 2734
2717 /* restore player */ 2735 /* restore player */
2718 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2738 {
2722 tmp->destroy (); 2739 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2741 }
2725 2742
2726 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2745 {
2730 tmp->destroy (); 2746 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2748 }
2733 2749
2735 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2753 op->stats.food = 999;
2738 2754
2739 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2757 {
2743 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2744 tmp->name = buf; 2759 tmp->name = buf;
2745 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2746 " 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",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 tmp->msg = buf; 2763 tmp->msg = buf;
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2751 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2767 }
2754 2768
2755 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2771 op->contr->braced = 0;
2783 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2784 return; 2798 return;
2785 } 2799 }
2786 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2787 } 2801 }
2802
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2804
2790 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
2791 x = op->x; 2806 x = op->x;
2792 y = op->y; 2807 y = op->y;
2793 map = op->map; 2808 map = op->map;
2794
2795 2809
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * 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.
2798 * 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.
2799 */ 2813 */
2816 num_stats_lose = 1; 2830 num_stats_lose = 1;
2817 else 2831 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2833 }
2820 else 2834 else
2821 {
2822 num_stats_lose = 1; 2835 num_stats_lose = 1;
2823 } 2836
2824 lost_a_stat = 0; 2837 lost_a_stat = 0;
2825 2838
2826 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
2827 { 2840 {
2828 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3070 */ 3083 */
3071 3084
3072void 3085void
3073fix_weight (void) 3086fix_weight (void)
3074{ 3087{
3075 for (player *pl = first_player; pl; pl = pl->next) 3088 for_all_players (pl)
3076 { 3089 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078 3091
3079 if (old == sum) 3092 if (old == sum)
3080 continue; 3093 continue;
3084} 3097}
3085 3098
3086void 3099void
3087fix_luck (void) 3100fix_luck (void)
3088{ 3101{
3089 for (player *pl = first_player; pl; pl = pl->next) 3102 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 3103 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 3104 pl->ob->change_luck (0);
3092} 3105}
3093 3106
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3311 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3312 { 3325 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3327 return -1;
3315 } 3328 }
3329
3316 if (!pl || !op) 3330 if (!pl || !op)
3317 return 0; 3331 return 0;
3318 3332
3319 if (op->head)
3320 {
3321 op = op->head; 3333 op = op->head_ ();
3322 } 3334
3323 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3324 3336
3325 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3338 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3457 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3458 return; 3470 return;
3459 3471
3460 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++);
3461 3473
3462 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3463 { 3475 {
3464 /* 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]); */
3465 return; 3477 return;
3466 } 3478 }
3467 3479

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