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 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC vs.
Revision 1.192 by root, Wed Apr 30 06:40:28 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->object::name); 225 assign (title, ob->arch->object::name);
239 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
240 } 240 }
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245 245
246 ob->update_stats (); 246 ob->update_stats ();
247 247
248 ns->floorbox_update (); 248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 291player::set_object (object *op)
292{ 292{
293 ob = observe = op; 293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
295 295
296 ob->speed = 1.0f; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 297 ob->speed_left = 0.5f;
298 298
299 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300 300
301 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
304 304
321 combat_ob = op; 321 combat_ob = op;
322 break; 322 break;
323 } 323 }
324 324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
326} 327}
327 328
328void 329void
329player::set_observe (object *op) 330player::set_observe (object *op)
330{ 331{
403 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
404 */ 405 */
405archetype * 406archetype *
406get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
407{ 408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
409 416
410 for (;;) 417 for (;;)
411 { 418 {
412 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
413 i = archetypes.begin (); 420 i = archetypes.begin ();
631 638
632 return firstdir; 639 return firstdir;
633} 640}
634 641
635void 642void
636give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
637{ 644{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 645 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 647
643 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
644 { 649 {
645 next = op->below; 650 next = op->below;
646 651
647 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
648 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
653 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 659 * by this player due to race restrictions
655 */ 660 */
656 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
657 { 662 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
659 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
662 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
663 { 670 {
664 op->destroy (); 671 op->destroy ();
665 continue; 672 continue;
666 } 673 }
667 } 674 }
690 if (op->nrof > 1) 697 if (op->nrof > 1)
691 op->nrof = 1; 698 op->nrof = 1;
692 } 699 }
693 700
694 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 703
699 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
700 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
701 * merged properly. 706 * merged properly.
702 */ 707 */
703 if (need_identify (op)) 708 if (need_identify (op))
704 { 709 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 713 }
714
709 if (op->type == SPELL) 715 if (op->type == SPELL)
710 { 716 {
711 op->destroy (); 717 op->destroy ();
712 continue; 718 continue;
713 } 719 }
715 { 721 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 723 op->stats.exp = 0;
718 op->level = 1; 724 op->level = 1;
719 } 725 }
720 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
724 729
725 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
726 link_player_skills (pl); 731 link_player_skills (pl);
832static void 837static void
833start_info (object *op) 838start_info (object *op)
834{ 839{
835 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
836 841
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 844}
842 845
843/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
848 */ 851 */
849void 852void
850player::chargen_race_done () 853player::chargen_race_done ()
851{ 854{
852 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
854 857
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 859 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
858 861
1357 * found object is returned. 1360 * found object is returned.
1358 */ 1361 */
1359object * 1362object *
1360find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1361{ 1364{
1362 object *tmp = 0;
1363
1364 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1366 tmp = find_arrow (splay (op), type);
1367 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1368 return splay (op); 1367 return splay (tmp);
1369 1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1374 return arrow;
1375 }
1376
1370 return tmp; 1377 return 0;
1371} 1378}
1372 1379
1373/* 1380/*
1374 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1375 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1398 } 1405 }
1399 } 1406 }
1400 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1401 { 1408 {
1402 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1403 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1404 { 1411 {
1405 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1406 { 1413 {
1407 *better = 100; 1414 *better = 100;
1408 return arrow; 1415 return arrow;
1596 arrow->destroy (); 1603 arrow->destroy ();
1597 return 0; 1604 return 0;
1598 } 1605 }
1599 1606
1600 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1601 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1602 if (!arrow) 1609 if (!arrow)
1603 { 1610 {
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 return 0; 1612 return 0;
1606 } 1613 }
1673 op->play_sound (sound_find ("fire_arrow")); 1680 op->play_sound (sound_find ("fire_arrow"));
1674 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1675 1682
1676 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1677 move_arrow (arrow); 1684 move_arrow (arrow);
1678
1679 if (op->type == PLAYER)
1680 {
1681 if (left->destroyed ())
1682 esrv_del_item (op->contr, left->count);
1683 else
1684 esrv_send_item (op, left);
1685 }
1686 1685
1687 return 1; 1686 return 1;
1688} 1687}
1689 1688
1690/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1764 return; 1763 return;
1765 } 1764 }
1766 } 1765 }
1767 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1768 { 1767 {
1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1770 { 1773 {
1771 op->contr->play_sound (sound_find ("wand_poof")); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1772 1775
1773 if (item->type == ROD) 1776 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1794 item->face = item->arch->face; 1797 item->face = item->arch->face;
1795 item->set_speed (0); 1798 item->set_speed (0);
1796 } 1799 }
1797 1800
1798 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1799 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1800 } 1803 }
1801 } 1804 }
1802 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1803 drain_rod_charge (item); 1806 drain_rod_charge (item);
1804 } 1807 }
1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1985 }
1983 1986
1984 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 1989
1990 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1991 } 1991 }
1992 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
1993 { 1993 {
2174bool 2174bool
2175move_player (object *op, int dir) 2175move_player (object *op, int dir)
2176{ 2176{
2177 int pick; 2177 int pick;
2178 2178
2179 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0; 2180 return 0;
2181 2181
2182 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2183 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2184 { 2184 {
2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2273 { 2273 {
2274 op->play_sound (sound_find ("ob_evaporate")); 2274 op->play_sound (sound_find ("ob_evaporate"));
2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2276 2276
2277 if (op->contr)
2278 esrv_del_item (op->contr, tmp->count);
2279
2280 tmp->destroy (); 2277 tmp->destroy ();
2281 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2282 2279
2283 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2284 op->stats.hp = op->stats.maxhp; 2281 op->stats.hp = op->stats.maxhp;
2296 return 0; 2293 return 0;
2297} 2294}
2298 2295
2299/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* This goes throws the inventory and removes unpaid objects, and puts them
2300 * back in the map (location and map determined by values of env). This 2297 * back in the map (location and map determined by values of env). This
2301 * function will descend into containers. op is the object to start the search 2298 * function will descend into containers. op is the object to start the search
2302 * from. 2299 * from.
2303 */ 2300 */
2304static void 2301static void
2305drop_unpaid_items (object *op, object *env) 2302drop_unpaid_items (object *op, object *env)
2306{ 2303{
2307 while (op) 2304 while (op)
2308 { 2305 {
2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2310 2307
2311 if (QUERY_FLAG (op, FLAG_UNPAID)) 2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2312 {
2313 if (env->type == PLAYER)
2314 esrv_del_item (env->contr, op->count);
2315
2316 op->insert_at (env); 2309 op->insert_at (env);
2317 }
2318 else if (op->inv) 2310 else if (op->inv)
2319 drop_unpaid_items (op->inv, env); 2311 drop_unpaid_items (op->inv, env);
2320 2312
2321 op = next; 2313 op = next;
2322 } 2314 }
2334 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2335 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2336 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2337 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2338 */ 2330 */
2339char * 2331const char *
2340gravestone_text (object *op) 2332gravestone_text (object *op)
2341{ 2333{
2342 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2343 char buf[MAX_BUF];
2344 time_t now = time (NULL);
2345 2335
2346 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2347 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2348 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2349 else
2350 sprintf (buf, "%s\n", &op->name);
2351 2341
2352 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2353 strcat (buf2, buf); 2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2354 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2355 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2356 else
2357 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2358 2350
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 { 2351 {
2363 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2364 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2365 strcat (buf2, buf);
2366 }
2367
2368 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2370 strcat (buf2, buf); 2356 }
2371 2357
2372 return buf2; 2358 return buf;
2373} 2359}
2374 2360
2375void 2361void
2376do_some_living (object *op) 2362do_some_living (object *op)
2377{ 2363{
2651 { 2637 {
2652 tmp->name = format ("%s's finger" , &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2653 tmp->name_pl = format ("%s's fingers", &op->name); 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2654 tmp->msg = format ( 2640 tmp->msg = format (
2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2657 ); 2645 );
2658 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2659 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2660 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2661 } 2649 }
2669 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2670 2658
2671 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2672 2660
2673 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2674 strcpy (op->contr->killer, "starvation"); 2662 {
2663 op->contr->killer = archetype::get ("killer_starvation");
2664 op->contr->killer->destroy ();
2665 }
2675 2666
2676 op->contr->play_sound (sound_find ("player_dies")); 2667 op->contr->play_sound (sound_find ("player_dies"));
2677 2668
2678 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2679 x = op->x; 2670 x = op->x;
2812 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2813 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2814 tmp->name = buf; 2805 tmp->name = buf;
2815 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2816 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2817 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2818 tmp->msg = buf; 2809 tmp->msg = buf;
2819 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2820 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2821 2812
2822 /**************************************/ 2813 /**************************************/
2927 2918
2928 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2919 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2929 { 2920 {
2930 if (tmp->nrof > 1) 2921 if (tmp->nrof > 1)
2931 { 2922 {
2932 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
2933 tmp2->destroy ();
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 } 2925 }
2936 else 2926 else
2937 tmp->destroy (); 2927 tmp->destroy ();
2938 } 2928 }
2949void 2939void
2950fix_weight (void) 2940fix_weight (void)
2951{ 2941{
2952 for_all_players (pl) 2942 for_all_players (pl)
2953 { 2943 {
2954 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 sint32 old = pl->ob->carrying;
2955 2945
2956 if (old == sum) 2946 pl->ob->update_weight ();
2957 continue; 2947
2948 if (old != pl->ob->carrying)
2949 {
2958 pl->ob->update_stats (); 2950 pl->ob->update_stats ();
2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952 }
2960 } 2953 }
2961} 2954}
2962 2955
2963void 2956void
2964fix_luck (void) 2957fix_luck (void)
3050 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3051 if (has_carried_lights (ob)) 3044 if (has_carried_lights (ob))
3052 level = -(10 + (2 * ob->map->darkness)); 3045 level = -(10 + (2 * ob->map->darkness));
3053 3046
3054 /* scan through all nearby squares for terrain to hide in */ 3047 /* scan through all nearby squares for terrain to hide in */
3055 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3048 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3056 { 3051 {
3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3058 if (mflag & P_OUT_OF_MAP) 3053 if (mflag & P_OUT_OF_MAP)
3059 {
3060 continue; 3054 continue;
3061 } 3055
3062 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3063 level += 2; 3057 level += 2;
3064 else /* open terrain! */ 3058 else /* open terrain! */
3065 level -= 1; 3059 level -= 1;
3066 } 3060 }
3453 else 3447 else
3454 { 3448 {
3455 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3456 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3457 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3458 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3459 if (who->type == PLAYER)
3460 esrv_send_item (who, tmp);
3461 } 3453 }
3462} 3454}
3463 3455
3464/** 3456/**
3465 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines