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Comparing deliantra/server/server/player.C (file contents):
Revision 1.174 by root, Thu Nov 8 19:43:27 2007 UTC vs.
Revision 1.200 by root, Wed Jun 18 23:40:27 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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);
245 248
246 ob->update_stats (); 249 ob->update_stats ();
247 250
248 ns->floorbox_update (); 251 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 294player::set_object (object *op)
292{ 295{
293 ob = observe = op; 296 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
295 298
296 ob->speed = 1.0f; 299 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 300 ob->speed_left = 0.5f;
298 301
299 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
300 303
301 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
304 307
321 combat_ob = op; 324 combat_ob = op;
322 break; 325 break;
323 } 326 }
324 327
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
326} 330}
327 331
328void 332void
329player::set_observe (object *op) 333player::set_observe (object *op)
330{ 334{
403 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
404 */ 408 */
405archetype * 409archetype *
406get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
407{ 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
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 418 archvec::iterator i = archetypes.find (nat);
409 419
410 for (;;) 420 for (;;)
411 { 421 {
412 if (++i == archetypes.end ()) 422 if (++i == archetypes.end ())
413 i = archetypes.begin (); 423 i = archetypes.begin ();
631 641
632 return firstdir; 642 return firstdir;
633} 643}
634 644
635void 645void
636give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
637{ 647{
638 object *op, *next = NULL;
639
640 if (pl->randomitems != NULL) 648 if (pl->randomitems)
641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
642 650
643 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
644 { 652 {
645 next = op->below; 653 next = op->below;
646 654
647 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
648 * 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
653 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
654 * by this player due to race restrictions 662 * by this player due to race restrictions
655 */ 663 */
656 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
657 { 665 {
658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
659 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
660 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
661 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
662 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))
663 { 673 {
664 op->destroy (); 674 op->destroy ();
665 continue; 675 continue;
666 } 676 }
667 } 677 }
690 if (op->nrof > 1) 700 if (op->nrof > 1)
691 op->nrof = 1; 701 op->nrof = 1;
692 } 702 }
693 703
694 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
695 {
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697 }
698 706
699 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
700 * 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
701 * merged properly. 709 * merged properly.
702 */ 710 */
703 if (need_identify (op)) 711 if (need_identify (op))
704 { 712 {
705 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
706 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
707 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
708 } 716 }
717
709 if (op->type == SPELL) 718 if (op->type == SPELL)
710 { 719 {
711 op->destroy (); 720 op->destroy ();
712 continue; 721 continue;
713 } 722 }
715 { 724 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0; 726 op->stats.exp = 0;
718 op->level = 1; 727 op->level = 1;
719 } 728 }
720 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
721 else
722 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
723 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
724 732
725 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
726 link_player_skills (pl); 734 link_player_skills (pl);
832static void 840static void
833start_info (object *op) 841start_info (object *op)
834{ 842{
835 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
836 844
837 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
838 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
839 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
840 //new_draw_info (NDI_UNIQUE, 0, op, " ");
841} 847}
842 848
843/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
844 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
845 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
848 */ 854 */
849void 855void
850player::chargen_race_done () 856player::chargen_race_done ()
851{ 857{
852 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
853 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
854 860
855 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 862 if (tl)
857 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
858 864
861 867
862 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
863 869
864 if (ob->msg) 870 if (ob->msg)
865 ob->msg = 0; 871 ob->msg = 0;
866
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 {
871 char buf[MAX_BUF];
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
873 make_path_to_file (buf);
874 }
875 872
876 start_info (ob); 873 start_info (ob);
877 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
879 link_player_skills (ob); 876 link_player_skills (ob);
882 879
883 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
884 * is one for this race 881 * is one for this race
885 */ 882 */
886 if (*first_map_ext_path) 883 if (*first_map_ext_path)
887 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 885 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
903} 887}
904 888
905void 889void
1008 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1009 return 1; 993 return 1;
1010 994
1011 next = op->below; 995 next = op->below;
1012 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1013 /* 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
1014 * destroyed */ 1001 * destroyed */
1015 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1016 { 1003 {
1017 tmp = next; 1004 tmp = next;
1018 next = tmp->below; 1005 next = tmp->below;
1019 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1020 if (op->destroyed ()) 1013 if (op->destroyed ())
1021 return 0; 1014 return 0;
1022 1015
1023 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1024 continue; 1017 continue;
1025 1018
1026 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1027 { 1020 {
1028 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1029 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1030 continue; 1023 continue;
1031 } 1024 }
1032 1025
1033 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1034 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1036 switch (op->contr->mode) 1029 switch (op->contr->mode)
1037 { 1030 {
1038 case 0: 1031 case 0:
1039 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1040 case 1: 1033 case 1:
1041 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1042 return 1; 1035 return 1;
1043 case 2: 1036 case 2:
1044 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1045 return 0; 1038 return 0;
1046 case 3: 1039 case 3:
1047 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1048 case 4: 1041 case 4:
1049 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1050 break; 1043 break;
1051 case 5: 1044 case 5:
1052 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1053 stop = 1; 1046 stop = 1;
1054 break; 1047 break;
1055 case 6: 1048 case 6:
1056 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1057 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1058 break; 1052 break;
1059 1053
1060 case 7: 1054 case 7:
1061 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1062 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1063 break; 1057 break;
1064 1058
1065 default: 1059 default:
1066 /* use value density */ 1060 /* use value density */
1067 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1068 && (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)
1069 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1070 } 1064 }
1071 } 1065 }
1072 else 1066 else
1073 { /* old model */ 1067 { /* old model */
1074 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1129 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1130 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1131 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1132 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1133 { 1127 {
1134 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1135 continue; 1129 continue;
1136 } 1130 }
1137 1131
1138 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1139 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)))
1140 { 1134 {
1141 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1142 continue; 1136 continue;
1143 } 1137 }
1144 1138
1145 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1146 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1147 { 1141 {
1148 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1149 continue; 1143 continue;
1150 } 1144 }
1151 1145
1152 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1153 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1154 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1155 { 1149 {
1156 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1157 continue; 1151 continue;
1158 } 1152 }
1159 1153
1160 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1161 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1162 { 1156 {
1163 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1164 continue; 1158 continue;
1165 } 1159 }
1166 1160
1167 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1168 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1169 { 1163 {
1170 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1171 continue; 1165 continue;
1172 } 1166 }
1173 1167
1174 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1175 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1176 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1177 { 1171 {
1178 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1179 continue; 1173 continue;
1180 } 1174 }
1181 1175
1182 /* pick up all magical items */ 1176 /* pick up all magical items */
1183 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1184 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))
1185 { 1179 {
1186 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1187 continue; 1181 continue;
1188 } 1182 }
1189 1183
1190 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1191 { 1185 {
1192 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1193 { 1187 {
1194 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1195 continue; 1189 continue;
1196 } 1190 }
1197 } 1191 }
1198 1192
1199 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1200 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1201 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1202 { 1196 {
1203 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1204 continue; 1198 continue;
1205 } 1199 }
1206 1200
1207 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1208 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1209 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1210 { 1204 {
1211 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1212 continue; 1206 continue;
1213 } 1207 }
1214 1208
1215 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1216 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1217 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1218 { 1212 {
1219 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1220 continue; 1214 continue;
1221 } 1215 }
1222 1216
1223 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1224 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1225 { 1219 {
1226 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1227 continue; 1221 continue;
1228 } 1222 }
1229 1223
1230 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1231 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1232 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1233 { 1227 {
1234 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1235 continue; 1229 continue;
1236 } 1230 }
1237 1231
1238 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1239 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1240 { 1234 {
1241 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1242 continue; 1236 continue;
1243 } 1237 }
1244 1238
1245 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1246 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1247 { 1241 {
1248 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1249 continue; 1243 continue;
1250 } 1244 }
1251 1245
1252 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1253 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1254 { 1248 {
1255 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1256 continue; 1250 continue;
1257 } 1251 }
1258 1252
1259 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1260 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1261 { 1255 {
1262 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1263 continue; 1257 continue;
1264 } 1258 }
1265 1259
1266 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1267 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1268 { 1262 {
1269 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1270 continue; 1264 continue;
1271 } 1265 }
1272 1266
1273 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1274 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1275 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1276 { 1270 {
1277 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1278 continue; 1272 continue;
1279 } 1273 }
1280 1274
1281 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1282 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1284 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1285 { 1279 {
1286 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 &&
1287 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1288 { 1282 {
1289 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1290 continue; 1284 continue;
1291 } 1285 }
1292 } 1286 }
1293 1287
1294 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1295 { 1289 {
1296 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)
1297 { 1291 {
1298 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1299 continue; 1293 continue;
1300 } 1294 }
1301 } 1295 }
1302 } 1296 }
1303 1297
1304 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1305 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1306 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1307 { 1301 {
1308 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1309 continue; 1303 continue;
1310 } 1304 }
1311 1305
1312 /* 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
1313 * pickups */ 1307 * pickups */
1318 /* >=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
1319 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 * and multiply them by 5, giving 0..15*5== 5..75 */
1320 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1321 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)
1322 { 1316 {
1323 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1324#if 0 1318#if 0
1325 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1326 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1327 { 1321 {
1328 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1347 * found object is returned. 1341 * found object is returned.
1348 */ 1342 */
1349object * 1343object *
1350find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1351{ 1345{
1352 object *tmp = 0;
1353
1354 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1356 tmp = find_arrow (splay (op), type);
1357 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (op); 1348 return splay (tmp);
1359 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);
1355 return arrow;
1356 }
1357
1360 return tmp; 1358 return 0;
1361} 1359}
1362 1360
1363/* 1361/*
1364 * 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
1365 * 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
1388 } 1386 }
1389 } 1387 }
1390 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1391 { 1389 {
1392 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1393 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1394 { 1392 {
1395 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1396 { 1394 {
1397 *better = 100; 1395 *better = 100;
1398 return arrow; 1396 return arrow;
1426 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1427 } 1425 }
1428 } 1426 }
1429 } 1427 }
1430 } 1428 }
1429
1431 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1432 return find_arrow (op, type); 1431 return find_arrow (op, type);
1433 1432
1434 *better = betterby; 1433 *better = betterby;
1435 return tmp; 1434 return tmp;
1586 arrow->destroy (); 1585 arrow->destroy ();
1587 return 0; 1586 return 0;
1588 } 1587 }
1589 1588
1590 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1591 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1592 if (!arrow) 1591 if (!arrow)
1593 { 1592 {
1594 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);
1595 return 0; 1594 return 0;
1596 } 1595 }
1663 op->play_sound (sound_find ("fire_arrow")); 1662 op->play_sound (sound_find ("fire_arrow"));
1664 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1665 1664
1666 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1667 move_arrow (arrow); 1666 move_arrow (arrow);
1668
1669 if (op->type == PLAYER)
1670 {
1671 if (left->destroyed ())
1672 esrv_del_item (op->contr, left->count);
1673 else
1674 esrv_send_item (op, left);
1675 }
1676 1667
1677 return 1; 1668 return 1;
1678} 1669}
1679 1670
1680/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1754 return; 1745 return;
1755 } 1746 }
1756 } 1747 }
1757 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1758 { 1749 {
1759 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))
1760 { 1755 {
1761 op->contr->play_sound (sound_find ("wand_poof")); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1762 1757
1763 if (item->type == ROD) 1758 if (item->type == ROD)
1764 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));
1783 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1784 item->face = item->arch->face; 1779 item->face = item->arch->face;
1785 item->set_speed (0); 1780 item->set_speed (0);
1786 } 1781 }
1787 1782
1788 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1789 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1790 } 1785 }
1791 } 1786 }
1792 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1793 drain_rod_charge (item); 1788 drain_rod_charge (item);
1794 } 1789 }
1970 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);
1971 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1972 } 1967 }
1973 1968
1974 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1975 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
1976 /* Need to update the weight the container the key was in */
1977 if (container != op)
1978 esrv_update_item (UPD_WEIGHT, op, container);
1979 1971
1980 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
1981 } 1973 }
1982 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1983 { 1975 {
2164bool 2156bool
2165move_player (object *op, int dir) 2157move_player (object *op, int dir)
2166{ 2158{
2167 int pick; 2159 int pick;
2168 2160
2169 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2170 return 0; 2162 return 0;
2171 2163
2172 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2173 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2174 { 2166 {
2262 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2263 { 2255 {
2264 op->play_sound (sound_find ("ob_evaporate")); 2256 op->play_sound (sound_find ("ob_evaporate"));
2265 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));
2266 2258
2267 if (op->contr)
2268 esrv_del_item (op->contr, tmp->count);
2269
2270 tmp->destroy (); 2259 tmp->destroy ();
2271 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 2261
2273 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2274 op->stats.hp = op->stats.maxhp; 2263 op->stats.hp = op->stats.maxhp;
2286 return 0; 2275 return 0;
2287} 2276}
2288 2277
2289/* 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
2290 * 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
2291 * 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
2292 * from. 2281 * from.
2293 */ 2282 */
2294static void 2283static void
2295drop_unpaid_items (object *op, object *env) 2284drop_unpaid_items (object *op, object *env)
2296{ 2285{
2297 while (op) 2286 while (op)
2298 { 2287 {
2299 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' */
2300 2289
2301 if (QUERY_FLAG (op, FLAG_UNPAID)) 2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2302 {
2303 if (env->type == PLAYER)
2304 esrv_del_item (env->contr, op->count);
2305
2306 op->insert_at (env); 2291 op->insert_at (env);
2307 }
2308 else if (op->inv) 2292 else if (op->inv)
2309 drop_unpaid_items (op->inv, env); 2293 drop_unpaid_items (op->inv, env);
2310 2294
2311 op = next; 2295 op = next;
2312 } 2296 }
2324 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2325 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2326 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2327 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2328 */ 2312 */
2329char * 2313const char *
2330gravestone_text (object *op) 2314gravestone_text (object *op)
2331{ 2315{
2332 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2333 char buf[MAX_BUF];
2334 time_t now = time (NULL);
2335 2317
2336 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2337 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2338 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2339 else
2340 sprintf (buf, "%s\n", &op->name);
2341 2323
2342 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2343 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
2344 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2345 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2346 else
2347 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2348 2332
2349 strncat (buf2, " ", 20 - strlen (buf) / 2);
2350 strcat (buf2, buf);
2351 if (op->type == PLAYER)
2352 { 2333 {
2353 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2354 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2355 strcat (buf2, buf);
2356 }
2357
2358 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2360 strcat (buf2, buf); 2338 }
2361 2339
2362 return buf2; 2340 return buf;
2363} 2341}
2364 2342
2365void 2343void
2366do_some_living (object *op) 2344do_some_living (object *op)
2367{ 2345{
2548 op->stats.food--; 2526 op->stats.food--;
2549 } 2527 }
2550 2528
2551 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2552 { 2530 {
2553 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2554 2532
2555 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2556 { 2534 {
2557 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)
2558 { 2539 {
2559 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2560 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2562 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2545 break;
2565 } 2546 }
2566 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2567 flesh = tmp; 2548 flesh = tmp;
2568 } /* End if paid for object */ 2549 }
2569 } /* end of for loop */
2570 2550
2571 /* 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
2572 * eat flesh instead. 2552 * eat flesh instead.
2573 */ 2553 */
2574 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2575 { 2555 {
2576 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.>");
2577 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2578 } 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.>");
2579 } 2565 }
2580 2566
2581 if (op->stats.food < 0) 2567 if (op->stats.food < 0)
2582 { 2568 {
2583 op->stats.hp += op->stats.food; 2569 op->stats.hp += op->stats.food;
2584 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 ();
2585 } 2576 }
2577 }
2586 2578
2579 /* killer should be set here already */
2587 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2588 kill_player (op); 2581 kill_player (op);
2589 } 2582 }
2590} 2583}
2591 2584
2641 { 2634 {
2642 tmp->name = format ("%s's finger" , &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2643 tmp->name_pl = format ("%s's fingers", &op->name); 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2644 tmp->msg = format ( 2637 tmp->msg = format (
2645 "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",
2646 &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 ()
2647 ); 2642 );
2648 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2649 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2650 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2651 } 2646 }
2657 } 2652 }
2658 2653
2659 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2660 2655
2661 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2662
2663 if (op->stats.food < 0)
2664 strcpy (op->contr->killer, "starvation");
2665 2657
2666 op->contr->play_sound (sound_find ("player_dies")); 2658 op->contr->play_sound (sound_find ("player_dies"));
2667 2659
2668 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2669 x = op->x; 2661 x = op->x;
2778 lost_a_stat = 1; 2770 lost_a_stat = 1;
2779 } 2771 }
2780 } 2772 }
2781 } 2773 }
2782 } 2774 }
2775
2783 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2784 if (!lost_a_stat) 2777 if (!lost_a_stat)
2785 { 2778 {
2786 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2787 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2791 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);
2792 else 2785 else
2793 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.");
2794 } 2787 }
2795#else 2788#else
2796 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.");
2797#endif 2790#endif
2798 2791
2799 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2800 * exp loss on the stone. 2793 * exp loss on the stone.
2801 */ 2794 */
2802 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2803 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2804 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2805 sprintf (buf, "%s's gravestones", &op->name);
2806 tmp->name_pl = buf;
2807 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 ());
2808 tmp->msg = buf;
2809 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2810 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2811 2801
2812 /**************************************/ 2802 /**************************************/
2813 /* */ 2803 /* */
2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2837 } 2827 }
2838 2828
2839 cure_disease (op, 0, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2840 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
2841 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2842 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2843 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2844 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2845 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2852
2849 /* 2853 /*
2917 2921
2918 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))))
2919 { 2923 {
2920 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2921 { 2925 {
2922 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 tmp2->destroy ();
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2925 } 2928 }
2926 else 2929 else
2927 tmp->destroy (); 2930 tmp->destroy ();
2928 } 2931 }
2939void 2942void
2940fix_weight (void) 2943fix_weight (void)
2941{ 2944{
2942 for_all_players (pl) 2945 for_all_players (pl)
2943 { 2946 {
2944 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2945 2948
2946 if (old == sum) 2949 pl->ob->update_weight ();
2947 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2948 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2949 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 }
2950 } 2956 }
2951} 2957}
2952 2958
2953void 2959void
2954fix_luck (void) 2960fix_luck (void)
3040 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3041 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3042 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3043 3049
3044 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3045 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])
3046 { 3054 {
3047 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3048 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3049 {
3050 continue; 3057 continue;
3051 } 3058
3052 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3053 level += 2; 3060 level += 2;
3054 else /* open terrain! */ 3061 else /* open terrain! */
3055 level -= 1; 3062 level -= 1;
3056 } 3063 }
3067 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3068 */ 3075 */
3069void 3076void
3070do_hidden_move (object *op) 3077do_hidden_move (object *op)
3071{ 3078{
3072 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3073 object *skop;
3074 3080
3075 if (!op || !op->map) 3081 if (!op || !op->map)
3076 return; 3082 return;
3077 3083
3078 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);
3079 3086
3080 /* 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! */
3081 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3082 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3083 { 3090 {
3093 num -= hide; 3100 num -= hide;
3094 3101
3095 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3096 { 3103 {
3097 make_visible (op); 3104 make_visible (op);
3105
3098 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3099 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!");
3100 } 3108 }
3101 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3102 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);
3443 else 3451 else
3444 { 3452 {
3445 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3446 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3447 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));
3448 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3449 if (who->type == PLAYER)
3450 esrv_send_item (who, tmp);
3451 } 3457 }
3452} 3458}
3453 3459
3454/** 3460/**
3455 * 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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