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Comparing deliantra/server/server/player.C (file contents):
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.200 by root, Wed Jun 18 23:40:27 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_player_skills (ob);
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
239 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
240 } 243 }
241 244
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 246
244 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
245 303
246 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
249 307
266 combat_ob = op; 324 combat_ob = op;
267 break; 325 break;
268 } 326 }
269 327
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 330}
326 331
327void 332void
328player::set_observe (object *op) 333player::set_observe (object *op)
329{ 334{
402 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
403 */ 408 */
404archetype * 409archetype *
405get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
406{ 411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 418 archvec::iterator i = archetypes.find (nat);
408 419
409 for (;;) 420 for (;;)
410 { 421 {
411 if (++i == archetypes.end ()) 422 if (++i == archetypes.end ())
412 i = archetypes.begin (); 423 i = archetypes.begin ();
630 641
631 return firstdir; 642 return firstdir;
632} 643}
633 644
634void 645void
635give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
636{ 647{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 648 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 650
642 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
643 { 652 {
644 next = op->below; 653 next = op->below;
645 654
646 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
652 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 662 * by this player due to race restrictions
654 */ 663 */
655 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
656 { 665 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
658 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 673 {
663 op->destroy (); 674 op->destroy ();
664 continue; 675 continue;
665 } 676 }
666 } 677 }
689 if (op->nrof > 1) 700 if (op->nrof > 1)
690 op->nrof = 1; 701 op->nrof = 1;
691 } 702 }
692 703
693 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 706
698 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 709 * merged properly.
701 */ 710 */
702 if (need_identify (op)) 711 if (need_identify (op))
703 { 712 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 716 }
717
708 if (op->type == SPELL) 718 if (op->type == SPELL)
709 { 719 {
710 op->destroy (); 720 op->destroy ();
711 continue; 721 continue;
712 } 722 }
714 { 724 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 726 op->stats.exp = 0;
717 op->level = 1; 727 op->level = 1;
718 } 728 }
719 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
723 732
724 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
725 link_player_skills (pl); 734 link_player_skills (pl);
831static void 840static void
832start_info (object *op) 841start_info (object *op)
833{ 842{
834 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
835 844
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 847}
841 848
842/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
847 */ 854 */
848void 855void
849player::chargen_race_done () 856player::chargen_race_done ()
850{ 857{
851 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
853 860
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl) 862 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
857 864
860 867
861 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
862 869
863 if (ob->msg) 870 if (ob->msg)
864 ob->msg = 0; 871 ob->msg = 0;
865
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874 872
875 start_info (ob); 873 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob); 876 link_player_skills (ob);
881 879
882 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
883 * is one for this race 881 * is one for this race
884 */ 882 */
885 if (*first_map_ext_path) 883 if (*first_map_ext_path)
886 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else 885 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
902} 887}
903 888
904void 889void
1007 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1008 return 1; 993 return 1;
1009 994
1010 next = op->below; 995 next = op->below;
1011 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1012 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 1001 * destroyed */
1014 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1015 { 1003 {
1016 tmp = next; 1004 tmp = next;
1017 next = tmp->below; 1005 next = tmp->below;
1018 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1019 if (op->destroyed ()) 1013 if (op->destroyed ())
1020 return 0; 1014 return 0;
1021 1015
1022 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1023 continue; 1017 continue;
1024 1018
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1020 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1029 continue; 1023 continue;
1030 } 1024 }
1031 1025
1032 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1035 switch (op->contr->mode) 1029 switch (op->contr->mode)
1036 { 1030 {
1037 case 0: 1031 case 0:
1038 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1039 case 1: 1033 case 1:
1040 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1041 return 1; 1035 return 1;
1042 case 2: 1036 case 2:
1043 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1044 return 0; 1038 return 0;
1045 case 3: 1039 case 3:
1046 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1047 case 4: 1041 case 4:
1048 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1049 break; 1043 break;
1050 case 5: 1044 case 5:
1051 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1052 stop = 1; 1046 stop = 1;
1053 break; 1047 break;
1054 case 6: 1048 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1056 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1057 break; 1052 break;
1058 1053
1059 case 7: 1054 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1062 break; 1057 break;
1063 1058
1064 default: 1059 default:
1065 /* use value density */ 1060 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1069 } 1064 }
1070 } 1065 }
1071 else 1066 else
1072 { /* old model */ 1067 { /* old model */
1073 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1128 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1132 { 1127 {
1133 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1134 continue; 1129 continue;
1135 } 1130 }
1136 1131
1137 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 { 1134 {
1140 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1141 continue; 1136 continue;
1142 } 1137 }
1143 1138
1144 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1146 { 1141 {
1147 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1148 continue; 1143 continue;
1149 } 1144 }
1150 1145
1151 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1154 { 1149 {
1155 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1156 continue; 1151 continue;
1157 } 1152 }
1158 1153
1159 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1161 { 1156 {
1162 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1163 continue; 1158 continue;
1164 } 1159 }
1165 1160
1166 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 { 1163 {
1169 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1170 continue; 1165 continue;
1171 } 1166 }
1172 1167
1173 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 { 1171 {
1177 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1178 continue; 1173 continue;
1179 } 1174 }
1180 1175
1181 /* pick up all magical items */ 1176 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 { 1179 {
1185 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1186 continue; 1181 continue;
1187 } 1182 }
1188 1183
1189 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1190 { 1185 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1192 { 1187 {
1193 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1194 continue; 1189 continue;
1195 } 1190 }
1196 } 1191 }
1197 1192
1198 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1201 { 1196 {
1202 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1203 continue; 1198 continue;
1204 } 1199 }
1205 1200
1206 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1209 { 1204 {
1210 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1211 continue; 1206 continue;
1212 } 1207 }
1213 1208
1214 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1217 { 1212 {
1218 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1219 continue; 1214 continue;
1220 } 1215 }
1221 1216
1222 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1224 { 1219 {
1225 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1226 continue; 1221 continue;
1227 } 1222 }
1228 1223
1229 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1232 { 1227 {
1233 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1234 continue; 1229 continue;
1235 } 1230 }
1236 1231
1237 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1239 { 1234 {
1240 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1241 continue; 1236 continue;
1242 } 1237 }
1243 1238
1244 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1246 { 1241 {
1247 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1248 continue; 1243 continue;
1249 } 1244 }
1250 1245
1251 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1253 { 1248 {
1254 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1255 continue; 1250 continue;
1256 } 1251 }
1257 1252
1258 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1260 { 1255 {
1261 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1262 continue; 1257 continue;
1263 } 1258 }
1264 1259
1265 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1267 { 1262 {
1268 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1269 continue; 1264 continue;
1270 } 1265 }
1271 1266
1272 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 { 1270 {
1276 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1277 continue; 1272 continue;
1278 } 1273 }
1279 1274
1280 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1283 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1284 { 1279 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 { 1282 {
1288 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1289 continue; 1284 continue;
1290 } 1285 }
1291 } 1286 }
1292 1287
1293 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1294 { 1289 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 { 1291 {
1297 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1298 continue; 1293 continue;
1299 } 1294 }
1300 } 1295 }
1301 } 1296 }
1302 1297
1303 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 { 1301 {
1307 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1308 continue; 1303 continue;
1309 } 1304 }
1310 1305
1311 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */ 1307 * pickups */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 { 1316 {
1322 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1323#if 0 1318#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1326 { 1321 {
1327 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1346 * found object is returned. 1341 * found object is returned.
1347 */ 1342 */
1348object * 1343object *
1349find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1350{ 1345{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1357 return op; 1355 return arrow;
1356 }
1358 1357
1359 return tmp; 1358 return 0;
1360} 1359}
1361 1360
1362/* 1361/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1387 } 1386 }
1388 } 1387 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1389 {
1391 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1393 { 1392 {
1394 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1395 { 1394 {
1396 *better = 100; 1395 *better = 100;
1397 return arrow; 1396 return arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1425 }
1427 } 1426 }
1428 } 1427 }
1429 } 1428 }
1429
1430 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1431 return find_arrow (op, type);
1432 1432
1433 *better = betterby; 1433 *better = betterby;
1434 return tmp; 1434 return tmp;
1585 arrow->destroy (); 1585 arrow->destroy ();
1586 return 0; 1586 return 0;
1587 } 1587 }
1588 1588
1589 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1591 if (!arrow) 1591 if (!arrow)
1592 { 1592 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1594 return 0;
1595 } 1595 }
1662 op->play_sound (sound_find ("fire_arrow")); 1662 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1664 1664
1665 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1666 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1667
1676 return 1; 1668 return 1;
1677} 1669}
1678 1670
1679/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1753 return; 1745 return;
1754 } 1746 }
1755 } 1747 }
1756 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1757 { 1749 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1759 { 1755 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1761 1757
1762 if (item->type == ROD) 1758 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1779 item->face = item->arch->face;
1784 item->set_speed (0); 1780 item->set_speed (0);
1785 } 1781 }
1786 1782
1787 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1785 }
1790 } 1786 }
1791 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1788 drain_rod_charge (item);
1793 } 1789 }
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1967 }
1972 1968
1973 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978 1971
1979 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
1980 } 1973 }
1981 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1982 { 1975 {
2163bool 2156bool
2164move_player (object *op, int dir) 2157move_player (object *op, int dir)
2165{ 2158{
2166 int pick; 2159 int pick;
2167 2160
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2162 return 0;
2170 2163
2171 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2173 { 2166 {
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2255 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2256 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2258
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2259 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2261
2272 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2263 op->stats.hp = op->stats.maxhp;
2285 return 0; 2275 return 0;
2286} 2276}
2287 2277
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2291 * from. 2281 * from.
2292 */ 2282 */
2293static void 2283static void
2294drop_unpaid_items (object *op, object *env) 2284drop_unpaid_items (object *op, object *env)
2295{ 2285{
2296 while (op) 2286 while (op)
2297 { 2287 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2289
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env); 2291 op->insert_at (env);
2306 }
2307 else if (op->inv) 2292 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2293 drop_unpaid_items (op->inv, env);
2309 2294
2310 op = next; 2295 op = next;
2311 } 2296 }
2323 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2327 */ 2312 */
2328char * 2313const char *
2329gravestone_text (object *op) 2314gravestone_text (object *op)
2330{ 2315{
2331 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334 2317
2335 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2336 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340 2323
2341 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2342 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2343 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347 2332
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 { 2333 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2353 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2359 strcat (buf2, buf); 2338 }
2360 2339
2361 return buf2; 2340 return buf;
2362} 2341}
2363 2342
2364void 2343void
2365do_some_living (object *op) 2344do_some_living (object *op)
2366{ 2345{
2547 op->stats.food--; 2526 op->stats.food--;
2548 } 2527 }
2549 2528
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2530 {
2552 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2553 2532
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2555 { 2534 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2539 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2561 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2545 break;
2564 } 2546 }
2565 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2566 flesh = tmp; 2548 flesh = tmp;
2567 } /* End if paid for object */ 2549 }
2568 } /* end of for loop */
2569 2550
2570 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2552 * eat flesh instead.
2572 */ 2553 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2555 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2577 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2565 }
2579 2566
2580 if (op->stats.food < 0) 2567 if (op->stats.food < 0)
2581 { 2568 {
2582 op->stats.hp += op->stats.food; 2569 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2570 op->stats.food = 0;
2571
2572 if (op->stats.hp < 0)
2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2584 } 2576 }
2577 }
2585 2578
2579 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2581 kill_player (op);
2588 } 2582 }
2589} 2583}
2590 2584
2640 { 2634 {
2641 tmp->name = format ("%s's finger" , &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2637 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2646 ); 2642 );
2647 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2650 } 2646 }
2656 } 2652 }
2657 2653
2658 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2659 2655
2660 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2657
2665 op->contr->play_sound (sound_find ("player_dies")); 2658 op->contr->play_sound (sound_find ("player_dies"));
2666 2659
2667 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2668 x = op->x; 2661 x = op->x;
2777 lost_a_stat = 1; 2770 lost_a_stat = 1;
2778 } 2771 }
2779 } 2772 }
2780 } 2773 }
2781 } 2774 }
2775
2782 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2777 if (!lost_a_stat)
2784 { 2778 {
2785 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2791 else 2785 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2793 } 2787 }
2794#else 2788#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2796#endif 2790#endif
2797 2791
2798 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2793 * exp loss on the stone.
2800 */ 2794 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2802 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name);
2805 tmp->name_pl = buf;
2806 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); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2807 tmp->msg = buf;
2808 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2801
2811 /**************************************/ 2802 /**************************************/
2812 /* */ 2803 /* */
2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2836 } 2827 }
2837 2828
2838 cure_disease (op, 0, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2839 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2840 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2842 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2843 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2844 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2847 2852
2848 /* 2853 /*
2916 2921
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 { 2923 {
2919 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2920 { 2925 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2928 }
2925 else 2929 else
2926 tmp->destroy (); 2930 tmp->destroy ();
2927 } 2931 }
2938void 2942void
2939fix_weight (void) 2943fix_weight (void)
2940{ 2944{
2941 for_all_players (pl) 2945 for_all_players (pl)
2942 { 2946 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2944 2948
2945 if (old == sum) 2949 pl->ob->update_weight ();
2946 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2947 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
2949 } 2956 }
2950} 2957}
2951 2958
2952void 2959void
2953fix_luck (void) 2960fix_luck (void)
3039 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3042 3049
3043 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 3054 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 3057 continue;
3050 } 3058
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 3060 level += 2;
3053 else /* open terrain! */ 3061 else /* open terrain! */
3054 level -= 1; 3062 level -= 1;
3055 } 3063 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 3075 */
3068void 3076void
3069do_hidden_move (object *op) 3077do_hidden_move (object *op)
3070{ 3078{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3072 object *skop;
3073 3080
3074 if (!op || !op->map) 3081 if (!op || !op->map)
3075 return; 3082 return;
3076 3083
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3078 3086
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3082 { 3090 {
3092 num -= hide; 3100 num -= hide;
3093 3101
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 3103 {
3096 make_visible (op); 3104 make_visible (op);
3105
3097 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 3108 }
3100 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3442 else 3451 else
3443 { 3452 {
3444 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3457 }
3451} 3458}
3452 3459
3453/** 3460/**
3454 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was

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