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 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.206 by root, Mon Sep 29 10:20:49 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_skills ();
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);
226 229
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{
343 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
344 349
345 gen_sp_armour = 10; 350 gen_sp_armour = 10;
346 bowtype = bow_normal; 351 bowtype = bow_normal;
347 petmode = pet_normal; 352 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 353 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
351 do_los = 1; 355 do_los = 1;
352 356
353 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
362 attachable::do_destroy (); 366 attachable::do_destroy ();
363 367
364 if (ob) 368 if (ob)
365 { 369 {
366 ob->destroy_inv (false); 370 ob->destroy_inv (false);
367 ob->destroy (); 371 ob->destroy (true);
368 } 372 }
369 373
370 ob = observe = 0; 374 ob = observe = 0;
371} 375}
372 376
402 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
403 */ 407 */
404archetype * 408archetype *
405get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
406{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
408 418
409 for (;;) 419 for (;;)
410 { 420 {
411 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
412 i = archetypes.begin (); 422 i = archetypes.begin ();
630 640
631 return firstdir; 641 return firstdir;
632} 642}
633 643
634void 644void
635give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
636{ 646{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 647 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 649
642 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
643 { 651 {
644 next = op->below; 652 next = op->below;
645 653
646 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
652 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 661 * by this player due to race restrictions
654 */ 662 */
655 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
656 { 664 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
658 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 672 {
663 op->destroy (); 673 op->destroy (true);
664 continue; 674 continue;
665 } 675 }
666 } 676 }
667 677
668 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
679 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
680 break; 690 break;
681 691
682 if (tmp) 692 if (tmp)
683 { 693 {
684 op->destroy (); 694 op->destroy (true);
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue; 696 continue;
687 } 697 }
688 698
689 if (op->nrof > 1) 699 if (op->nrof > 1)
690 op->nrof = 1; 700 op->nrof = 1;
691 } 701 }
692 702
693 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 705
698 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 708 * merged properly.
701 */ 709 */
702 if (need_identify (op)) 710 if (need_identify (op))
703 { 711 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 715 }
716
708 if (op->type == SPELL) 717 if (op->type == SPELL)
709 { 718 {
710 op->destroy (); 719 op->destroy (true);
711 continue; 720 continue;
712 } 721 }
713 else if (op->type == SKILL) 722 else if (op->type == SKILL)
714 { 723 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 725 op->stats.exp = 0;
717 op->level = 1; 726 op->level = 1;
718 } 727 }
719 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
723 731
724 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
725 link_player_skills (pl); 733 pl->contr->link_skills ();
726} 734}
727 735
728void 736void
729get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
730{ 738{
831static void 839static void
832start_info (object *op) 840start_info (object *op)
833{ 841{
834 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
835 843
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 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} 846}
841 847
842/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
847 */ 853 */
848void 854void
849player::chargen_race_done () 855player::chargen_race_done ()
850{ 856{
851 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
853 859
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl) 861 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
857 863
861 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
862 868
863 if (ob->msg) 869 if (ob->msg)
864 ob->msg = 0; 870 ob->msg = 0;
865 871
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
875 start_info (ob); 872 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 876 ob->update_stats ();
881 877
882 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
883 * is one for this race 879 * is one for this race
884 */ 880 */
885 if (*first_map_ext_path) 881 if (*first_map_ext_path)
886 { 882 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 883 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
902} 885}
903 886
904void 887void
1007 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1008 return 1; 991 return 1;
1009 992
1010 next = op->below; 993 next = op->below;
1011 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1012 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 999 * destroyed */
1014 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1015 { 1001 {
1016 tmp = next; 1002 tmp = next;
1017 next = tmp->below; 1003 next = tmp->below;
1018 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1019 if (op->destroyed ()) 1011 if (op->destroyed ())
1020 return 0; 1012 return 0;
1021 1013
1022 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1023 continue; 1015 continue;
1024 1016
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1018 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1029 continue; 1021 continue;
1030 } 1022 }
1031 1023
1032 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1035 switch (op->contr->mode) 1027 switch (op->contr->mode)
1036 { 1028 {
1037 case 0: 1029 case 0:
1038 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1039 case 1: 1031 case 1:
1040 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1041 return 1; 1033 return 1;
1042 case 2: 1034 case 2:
1043 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1044 return 0; 1036 return 0;
1045 case 3: 1037 case 3:
1046 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1047 case 4: 1039 case 4:
1048 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1049 break; 1041 break;
1050 case 5: 1042 case 5:
1051 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1052 stop = 1; 1044 stop = 1;
1053 break; 1045 break;
1054 case 6: 1046 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1056 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1057 break; 1050 break;
1058 1051
1059 case 7: 1052 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1062 break; 1055 break;
1063 1056
1064 default: 1057 default:
1065 /* use value density */ 1058 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1069 } 1062 }
1070 } 1063 }
1071 else 1064 else
1072 { /* old model */ 1065 { /* old model */
1073 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1128 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1132 { 1125 {
1133 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1134 continue; 1127 continue;
1135 } 1128 }
1136 1129
1137 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 { 1132 {
1140 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1141 continue; 1134 continue;
1142 } 1135 }
1143 1136
1144 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1146 { 1139 {
1147 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1148 continue; 1141 continue;
1149 } 1142 }
1150 1143
1151 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1154 { 1147 {
1155 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1156 continue; 1149 continue;
1157 } 1150 }
1158 1151
1159 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1161 { 1154 {
1162 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1163 continue; 1156 continue;
1164 } 1157 }
1165 1158
1166 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 { 1161 {
1169 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1170 continue; 1163 continue;
1171 } 1164 }
1172 1165
1173 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 { 1169 {
1177 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1178 continue; 1171 continue;
1179 } 1172 }
1180 1173
1181 /* pick up all magical items */ 1174 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 { 1177 {
1185 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1186 continue; 1179 continue;
1187 } 1180 }
1188 1181
1189 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1190 { 1183 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1192 { 1185 {
1193 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1194 continue; 1187 continue;
1195 } 1188 }
1196 } 1189 }
1197 1190
1198 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1201 { 1194 {
1202 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1203 continue; 1196 continue;
1204 } 1197 }
1205 1198
1206 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1209 { 1202 {
1210 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1211 continue; 1204 continue;
1212 } 1205 }
1213 1206
1214 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1217 { 1210 {
1218 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1219 continue; 1212 continue;
1220 } 1213 }
1221 1214
1222 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1224 { 1217 {
1225 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1226 continue; 1219 continue;
1227 } 1220 }
1228 1221
1229 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1232 { 1225 {
1233 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1234 continue; 1227 continue;
1235 } 1228 }
1236 1229
1237 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1239 { 1232 {
1240 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1241 continue; 1234 continue;
1242 } 1235 }
1243 1236
1244 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1246 { 1239 {
1247 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1248 continue; 1241 continue;
1249 } 1242 }
1250 1243
1251 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1253 { 1246 {
1254 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1255 continue; 1248 continue;
1256 } 1249 }
1257 1250
1258 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1260 { 1253 {
1261 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1262 continue; 1255 continue;
1263 } 1256 }
1264 1257
1265 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1267 { 1260 {
1268 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1269 continue; 1262 continue;
1270 } 1263 }
1271 1264
1272 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 { 1268 {
1276 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1277 continue; 1270 continue;
1278 } 1271 }
1279 1272
1280 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1283 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1284 { 1277 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 { 1280 {
1288 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1289 continue; 1282 continue;
1290 } 1283 }
1291 } 1284 }
1292 1285
1293 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1294 { 1287 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 { 1289 {
1297 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1298 continue; 1291 continue;
1299 } 1292 }
1300 } 1293 }
1301 } 1294 }
1302 1295
1303 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 { 1299 {
1307 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1308 continue; 1301 continue;
1309 } 1302 }
1310 1303
1311 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */ 1305 * pickups */
1313 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1314 { 1307 {
1315 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=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 */ 1311 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1321 { 1314 {
1322 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1323#if 0 1316#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1326 { 1319 {
1327 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1346 * found object is returned. 1339 * found object is returned.
1347 */ 1340 */
1348object * 1341object *
1349find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1350{ 1343{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1344 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) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1357 return op; 1353 return arrow;
1354 }
1358 1355
1359 return tmp; 1356 return 0;
1360} 1357}
1361 1358
1362/* 1359/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * 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 1361 * against the target. A full test is not performed, simply a basic test
1387 } 1384 }
1388 } 1385 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1387 {
1391 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1393 { 1390 {
1394 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1395 { 1392 {
1396 *better = 100; 1393 *better = 100;
1397 return arrow; 1394 return arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1423 }
1427 } 1424 }
1428 } 1425 }
1429 } 1426 }
1427
1430 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1429 return find_arrow (op, type);
1432 1430
1433 *better = betterby; 1431 *better = betterby;
1434 return tmp; 1432 return tmp;
1580 } 1578 }
1581 1579
1582 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1584 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1584 arrow->destroy (true);
1586 return 0; 1585 return 0;
1587 } 1586 }
1588 1587
1589 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1591 if (!arrow) 1590 if (!arrow)
1592 { 1591 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1593 return 0;
1595 } 1594 }
1662 op->play_sound (sound_find ("fire_arrow")); 1661 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1664 1663
1665 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1665 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 1666
1676 return 1; 1667 return 1;
1677} 1668}
1678 1669
1679/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1753 return; 1744 return;
1754 } 1745 }
1755 } 1746 }
1756 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1757 { 1748 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1759 { 1754 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1761 1756
1762 if (item->type == ROD) 1757 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)); 1758 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); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1778 item->face = item->arch->face;
1784 item->set_speed (0); 1779 item->set_speed (0);
1785 } 1780 }
1786 1781
1787 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1784 }
1790 } 1785 }
1791 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1787 drain_rod_charge (item);
1793 } 1788 }
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1966 }
1972 1967
1973 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1969 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 1970
1979 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1980 } 1972 }
1981 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
1982 { 1974 {
2163bool 2155bool
2164move_player (object *op, int dir) 2156move_player (object *op, int dir)
2165{ 2157{
2166 int pick; 2158 int pick;
2167 2159
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2161 return 0;
2170 2162
2171 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2173 { 2165 {
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2254 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2255 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)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2257
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2258 tmp->destroy (true);
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2260
2272 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2274 2263
2285 return 0; 2274 return 0;
2286} 2275}
2287 2276
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* 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 2278 * 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 2279 * function will descend into containers. op is the object to start the search
2291 * from. 2280 * from.
2292 */ 2281 */
2293static void 2282static void
2294drop_unpaid_items (object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2295{ 2284{
2296 while (op) 2285 while (op)
2297 { 2286 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2288
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2289 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); 2290 op->insert_at (env);
2306 }
2307 else if (op->inv) 2291 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2292 drop_unpaid_items (op->inv, env);
2309 2293
2310 op = next; 2294 op = next;
2311 } 2295 }
2323 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2327 */ 2311 */
2328char * 2312const char *
2329gravestone_text (object *op) 2313gravestone_text (object *op)
2330{ 2314{
2331 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334 2316
2335 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2336 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340 2322
2341 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2342 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2343 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 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 2331
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 { 2332 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2353 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2359 strcat (buf2, buf); 2337 }
2360 2338
2361 return buf2; 2339 return buf;
2362} 2340}
2363 2341
2364void 2342void
2365do_some_living (object *op) 2343do_some_living (object *op)
2366{ 2344{
2547 op->stats.food--; 2525 op->stats.food--;
2548 } 2526 }
2549 2527
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2529 {
2552 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2553 2531
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2555 { 2533 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2538 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2540 "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); 2541 manual_apply (op, tmp, 0);
2542
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2544 break;
2564 } 2545 }
2565 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2566 flesh = tmp; 2547 flesh = tmp;
2567 } /* End if paid for object */ 2548 }
2568 } /* end of for loop */
2569 2549
2570 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2551 * eat flesh instead.
2572 */ 2552 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2554 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2577 } 2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2564 }
2579 2565
2580 if (op->stats.food < 0) 2566 if (op->stats.food < 0)
2581 { 2567 {
2582 op->stats.hp += op->stats.food; 2568 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true);
2584 } 2575 }
2576 }
2585 2577
2578 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2580 kill_player (op);
2588 } 2581 }
2589} 2582}
2590 2583
2617 2610
2618 /* restore player */ 2611 /* restore player */
2619 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2620 if (object *tmp = present_arch_in_ob (at, op)) 2613 if (object *tmp = present_arch_in_ob (at, op))
2621 { 2614 {
2622 tmp->destroy (); 2615 tmp->destroy (true);
2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 } 2617 }
2625 2618
2626 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op)) 2620 if (object *tmp = present_arch_in_ob (at, op))
2628 { 2621 {
2629 tmp->destroy (); 2622 tmp->destroy (true);
2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2631 } 2624 }
2632 2625
2633 cure_disease (op, 0, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2634 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2640 { 2633 {
2641 tmp->name = format ("%s's finger" , &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2636 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2637 "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 2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2646 ); 2641 );
2647 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2650 } 2645 }
2656 } 2651 }
2657 2652
2658 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2659 2654
2660 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2656
2665 op->contr->play_sound (sound_find ("player_dies")); 2657 op->contr->play_sound (sound_find ("player_dies"));
2666 2658
2667 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2668 x = op->x; 2660 x = op->x;
2777 lost_a_stat = 1; 2769 lost_a_stat = 1;
2778 } 2770 }
2779 } 2771 }
2780 } 2772 }
2781 } 2773 }
2774
2782 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2776 if (!lost_a_stat)
2784 { 2777 {
2785 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2779 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); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2791 else 2784 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2793 } 2786 }
2794#else 2787#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2796#endif 2789#endif
2797 2790
2798 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2792 * exp loss on the stone.
2800 */ 2793 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2802 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
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);
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 /* */
2821 at = archetype::find ("poisoning"); 2812 at = archetype::find ("poisoning");
2822 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
2823 2814
2824 if (tmp) 2815 if (tmp)
2825 { 2816 {
2826 tmp->destroy (); 2817 tmp->destroy (true);
2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2828 } 2819 }
2829 2820
2830 at = archetype::find ("confusion"); 2821 at = archetype::find ("confusion");
2831 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
2832 if (tmp) 2823 if (tmp)
2833 { 2824 {
2834 tmp->destroy (); 2825 tmp->destroy (true);
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 */
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 (true);
2839
2840 item = next;
2841 }
2839 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 /*
2886 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2892 force->resist[at] = 100;
2888 2893
2889 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2895 op->update_stats ();
2891
2892 } 2896 }
2893 2897
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2895} 2899}
2896 2900
2916 2920
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 { 2922 {
2919 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2920 { 2924 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2927 }
2925 else 2928 else
2926 tmp->destroy (); 2929 tmp->destroy (true);
2927 } 2930 }
2928 else 2931 else
2929 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2930 } 2933 }
2931} 2934}
2938void 2941void
2939fix_weight (void) 2942fix_weight (void)
2940{ 2943{
2941 for_all_players (pl) 2944 for_all_players (pl)
2942 { 2945 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2944 2947
2945 if (old == sum) 2948 pl->ob->update_weight ();
2946 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2947 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
2949 } 2955 }
2950} 2956}
2951 2957
2952void 2958void
2953fix_luck (void) 2959fix_luck (void)
2989 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
2990 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2991 2997
2992 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
2993 2999
2994 throw_ob->destroy (); 3000 throw_ob->destroy (true);
2995} 3001}
2996 3002
2997void 3003void
2998make_visible (object *op) 3004make_visible (object *op)
2999{ 3005{
3039 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3042 3048
3043 /* scan through all nearby squares for terrain to hide in */ 3049 /* 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]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 3053 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 3056 continue;
3050 } 3057
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 3059 level += 2;
3053 else /* open terrain! */ 3060 else /* open terrain! */
3054 level -= 1; 3061 level -= 1;
3055 } 3062 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 3074 */
3068void 3075void
3069do_hidden_move (object *op) 3076do_hidden_move (object *op)
3070{ 3077{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3072 object *skop;
3073 3079
3074 if (!op || !op->map) 3080 if (!op || !op->map)
3075 return; 3081 return;
3076 3082
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3078 3085
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3082 { 3089 {
3092 num -= hide; 3099 num -= hide;
3093 3100
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 3102 {
3096 make_visible (op); 3103 make_visible (op);
3104
3097 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 3107 }
3100 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3442 else 3450 else
3443 { 3451 {
3444 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 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); 3455 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3456 }
3451} 3457}
3452 3458
3453/** 3459/**
3454 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines