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Comparing deliantra/server/server/player.C (file contents):
Revision 1.169 by root, Sat Sep 1 08:03:45 2007 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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>
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->object::name); 225 assign (title, ob->arch->object::name);
239 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
240 } 240 }
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
245 300
246 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
249 304
266 combat_ob = op; 321 combat_ob = op;
267 break; 322 break;
268 } 323 }
269 324
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 326 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} 327}
326 328
327void 329void
328player::set_observe (object *op) 330player::set_observe (object *op)
329{ 331{
402 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
403 */ 405 */
404archetype * 406archetype *
405get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
406{ 408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
408 416
409 for (;;) 417 for (;;)
410 { 418 {
411 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
412 i = archetypes.begin (); 420 i = archetypes.begin ();
630 638
631 return firstdir; 639 return firstdir;
632} 640}
633 641
634void 642void
635give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
636{ 644{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 645 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 647
642 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
643 { 649 {
644 next = op->below; 650 next = op->below;
645 651
646 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
652 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 659 * by this player due to race restrictions
654 */ 660 */
655 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
656 { 662 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
658 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 670 {
663 op->destroy (); 671 op->destroy ();
664 continue; 672 continue;
665 } 673 }
666 } 674 }
689 if (op->nrof > 1) 697 if (op->nrof > 1)
690 op->nrof = 1; 698 op->nrof = 1;
691 } 699 }
692 700
693 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 703
698 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 706 * merged properly.
701 */ 707 */
702 if (need_identify (op)) 708 if (need_identify (op))
703 { 709 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 713 }
714
708 if (op->type == SPELL) 715 if (op->type == SPELL)
709 { 716 {
710 op->destroy (); 717 op->destroy ();
711 continue; 718 continue;
712 } 719 }
714 { 721 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 723 op->stats.exp = 0;
717 op->level = 1; 724 op->level = 1;
718 } 725 }
719 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
723 729
724 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
725 link_player_skills (pl); 731 link_player_skills (pl);
831static void 837static void
832start_info (object *op) 838start_info (object *op)
833{ 839{
834 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
835 841
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
841 845
842/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
847 */ 851 */
848void 852void
849player::chargen_race_done () 853player::chargen_race_done ()
850{ 854{
851 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
853 857
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl) 859 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
857 861
860 864
861 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
862 866
863 if (ob->msg) 867 if (ob->msg)
864 ob->msg = 0; 868 ob->msg = 0;
865
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874 869
875 start_info (ob); 870 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob); 873 link_player_skills (ob);
881 876
882 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
883 * is one for this race 878 * is one for this race
884 */ 879 */
885 if (*first_map_ext_path) 880 if (*first_map_ext_path)
886 { 881 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 882 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
902} 884}
903 885
904void 886void
1007 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1008 return 1; 990 return 1;
1009 991
1010 next = op->below; 992 next = op->below;
1011 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1012 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 998 * destroyed */
1014 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1015 { 1000 {
1016 tmp = next; 1001 tmp = next;
1017 next = tmp->below; 1002 next = tmp->below;
1018 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1019 if (op->destroyed ()) 1010 if (op->destroyed ())
1020 return 0; 1011 return 0;
1021 1012
1022 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1023 continue; 1014 continue;
1024 1015
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1017 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1029 continue; 1020 continue;
1030 } 1021 }
1031 1022
1032 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1035 switch (op->contr->mode) 1026 switch (op->contr->mode)
1036 { 1027 {
1037 case 0: 1028 case 0:
1038 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1039 case 1: 1030 case 1:
1040 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1041 return 1; 1032 return 1;
1042 case 2: 1033 case 2:
1043 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1044 return 0; 1035 return 0;
1045 case 3: 1036 case 3:
1046 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1047 case 4: 1038 case 4:
1048 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1049 break; 1040 break;
1050 case 5: 1041 case 5:
1051 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1052 stop = 1; 1043 stop = 1;
1053 break; 1044 break;
1054 case 6: 1045 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1056 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1057 break; 1049 break;
1058 1050
1059 case 7: 1051 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1062 break; 1054 break;
1063 1055
1064 default: 1056 default:
1065 /* use value density */ 1057 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1069 } 1061 }
1070 } 1062 }
1071 else 1063 else
1072 { /* old model */ 1064 { /* old model */
1073 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1128 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1132 { 1124 {
1133 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1134 continue; 1126 continue;
1135 } 1127 }
1136 1128
1137 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 { 1131 {
1140 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1141 continue; 1133 continue;
1142 } 1134 }
1143 1135
1144 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1146 { 1138 {
1147 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1148 continue; 1140 continue;
1149 } 1141 }
1150 1142
1151 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1154 { 1146 {
1155 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1156 continue; 1148 continue;
1157 } 1149 }
1158 1150
1159 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1161 { 1153 {
1162 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1163 continue; 1155 continue;
1164 } 1156 }
1165 1157
1166 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 { 1160 {
1169 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1170 continue; 1162 continue;
1171 } 1163 }
1172 1164
1173 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 { 1168 {
1177 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1178 continue; 1170 continue;
1179 } 1171 }
1180 1172
1181 /* pick up all magical items */ 1173 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 { 1176 {
1185 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1186 continue; 1178 continue;
1187 } 1179 }
1188 1180
1189 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1190 { 1182 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1192 { 1184 {
1193 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1194 continue; 1186 continue;
1195 } 1187 }
1196 } 1188 }
1197 1189
1198 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1201 { 1193 {
1202 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1203 continue; 1195 continue;
1204 } 1196 }
1205 1197
1206 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1209 { 1201 {
1210 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1211 continue; 1203 continue;
1212 } 1204 }
1213 1205
1214 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1217 { 1209 {
1218 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1219 continue; 1211 continue;
1220 } 1212 }
1221 1213
1222 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1224 { 1216 {
1225 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1226 continue; 1218 continue;
1227 } 1219 }
1228 1220
1229 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1232 { 1224 {
1233 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1234 continue; 1226 continue;
1235 } 1227 }
1236 1228
1237 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1239 { 1231 {
1240 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1241 continue; 1233 continue;
1242 } 1234 }
1243 1235
1244 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1246 { 1238 {
1247 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1248 continue; 1240 continue;
1249 } 1241 }
1250 1242
1251 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1253 { 1245 {
1254 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1255 continue; 1247 continue;
1256 } 1248 }
1257 1249
1258 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1260 { 1252 {
1261 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1262 continue; 1254 continue;
1263 } 1255 }
1264 1256
1265 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1267 { 1259 {
1268 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1269 continue; 1261 continue;
1270 } 1262 }
1271 1263
1272 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 { 1267 {
1276 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1277 continue; 1269 continue;
1278 } 1270 }
1279 1271
1280 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1283 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1284 { 1276 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 { 1279 {
1288 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1289 continue; 1281 continue;
1290 } 1282 }
1291 } 1283 }
1292 1284
1293 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1294 { 1286 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 { 1288 {
1297 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1298 continue; 1290 continue;
1299 } 1291 }
1300 } 1292 }
1301 } 1293 }
1302 1294
1303 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 { 1298 {
1307 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1308 continue; 1300 continue;
1309 } 1301 }
1310 1302
1311 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */ 1304 * pickups */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=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 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 { 1313 {
1322 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1323#if 0 1315#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1326 { 1318 {
1327 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1346 * found object is returned. 1338 * found object is returned.
1347 */ 1339 */
1348object * 1340object *
1349find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1350{ 1342{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1343 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) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1357 return op; 1352 return arrow;
1353 }
1358 1354
1359 return tmp; 1355 return 0;
1360} 1356}
1361 1357
1362/* 1358/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * 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 1360 * against the target. A full test is not performed, simply a basic test
1387 } 1383 }
1388 } 1384 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1386 {
1391 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1393 { 1389 {
1394 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1395 { 1391 {
1396 *better = 100; 1392 *better = 100;
1397 return arrow; 1393 return arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1422 }
1427 } 1423 }
1428 } 1424 }
1429 } 1425 }
1426
1430 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1428 return find_arrow (op, type);
1432 1429
1433 *better = betterby; 1430 *better = betterby;
1434 return tmp; 1431 return tmp;
1585 arrow->destroy (); 1582 arrow->destroy ();
1586 return 0; 1583 return 0;
1587 } 1584 }
1588 1585
1589 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1591 if (!arrow) 1588 if (!arrow)
1592 { 1589 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1591 return 0;
1595 } 1592 }
1662 op->play_sound (sound_find ("fire_arrow")); 1659 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1664 1661
1665 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1663 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 1664
1676 return 1; 1665 return 1;
1677} 1666}
1678 1667
1679/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1753 return; 1742 return;
1754 } 1743 }
1755 } 1744 }
1756 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1757 { 1746 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1759 { 1752 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1761 1754
1762 if (item->type == ROD) 1755 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)); 1756 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); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1783 item->face = item->arch->face; 1776 item->face = item->arch->face;
1784 item->set_speed (0); 1777 item->set_speed (0);
1785 } 1778 }
1786 1779
1787 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1782 }
1790 } 1783 }
1791 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1785 drain_rod_charge (item);
1793 } 1786 }
1964 1957
1965 if (door->type == DOOR) 1958 if (door->type == DOOR)
1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1967 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
1968 { 1961 {
1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1964 }
1972 1965
1973 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1967 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 1968
1979 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1980 } 1970 }
1981 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
1982 { 1972 {
1983 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1985 return 1; 1975 return 1;
1986 } 1976 }
1987 1977
1988 return 0; 1978 return 0;
1989} 1979}
2109 { 2099 {
2110 op->play_sound (sound_find ("push_player")); 2100 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2112 } 2102 }
2113 else 2103 else
2114 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2115 2105
2116 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op); 2107 make_visible (op);
2118 2108
2119 return true; 2109 return true;
2163bool 2153bool
2164move_player (object *op, int dir) 2154move_player (object *op, int dir)
2165{ 2155{
2166 int pick; 2156 int pick;
2167 2157
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2159 return 0;
2170 2160
2171 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2173 { 2163 {
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 { 2252 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2253 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)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2255
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2256 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271 2258
2272 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2285 return 0; 2272 return 0;
2286} 2273}
2287 2274
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* 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 2276 * 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 2277 * function will descend into containers. op is the object to start the search
2291 * from. 2278 * from.
2292 */ 2279 */
2293static void 2280static void
2294drop_unpaid_items (object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2295{ 2282{
2296 while (op) 2283 while (op)
2297 { 2284 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2286
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2287 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); 2288 op->insert_at (env);
2306 }
2307 else if (op->inv) 2289 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2290 drop_unpaid_items (op->inv, env);
2309 2291
2310 op = next; 2292 op = next;
2311 } 2293 }
2323 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2327 */ 2309 */
2328char * 2310const char *
2329gravestone_text (object *op) 2311gravestone_text (object *op)
2330{ 2312{
2331 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334 2314
2335 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2336 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340 2320
2341 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2342 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2343 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 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 2329
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 { 2330 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2353 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2359 strcat (buf2, buf); 2335 }
2360 2336
2361 return buf2; 2337 return buf;
2362} 2338}
2363 2339
2364void 2340void
2365do_some_living (object *op) 2341do_some_living (object *op)
2366{ 2342{
2547 op->stats.food--; 2523 op->stats.food--;
2548 } 2524 }
2549 2525
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2527 {
2552 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2553 2529
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2555 { 2531 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2536 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2538 "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); 2539 manual_apply (op, tmp, 0);
2540
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2542 break;
2564 } 2543 }
2565 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2566 flesh = tmp; 2545 flesh = tmp;
2567 } /* End if paid for object */ 2546 }
2568 } /* end of for loop */
2569 2547
2570 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2549 * eat flesh instead.
2572 */ 2550 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2552 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2577 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2562 }
2579 2563
2580 if (op->stats.food < 0) 2564 if (op->stats.food < 0)
2581 { 2565 {
2582 op->stats.hp += op->stats.food; 2566 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2567 op->stats.food = 0;
2584 } 2568 }
2585 2569
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op); 2571 kill_player (op);
2640 { 2624 {
2641 tmp->name = format ("%s's finger" , &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2627 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2628 "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 2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2646 ); 2632 );
2647 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2650 } 2636 }
2658 INVOKE_PLAYER (DEATH, op->contr); 2644 INVOKE_PLAYER (DEATH, op->contr);
2659 2645
2660 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2661 2647
2662 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation"); 2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2664 2653
2665 op->contr->play_sound (sound_find ("player_dies")); 2654 op->contr->play_sound (sound_find ("player_dies"));
2666 2655
2667 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2668 x = op->x; 2657 x = op->x;
2777 lost_a_stat = 1; 2766 lost_a_stat = 1;
2778 } 2767 }
2779 } 2768 }
2780 } 2769 }
2781 } 2770 }
2771
2782 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2773 if (!lost_a_stat)
2784 { 2774 {
2785 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2776 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); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2791 else 2781 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2793 } 2783 }
2794#else 2784#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2796#endif 2786#endif
2797 2787
2798 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2789 * exp loss on the stone.
2800 */ 2790 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2802 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name);
2805 tmp->name_pl = buf;
2806 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2807 tmp->msg = buf;
2808 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2797
2811 /**************************************/ 2798 /**************************************/
2812 /* */ 2799 /* */
2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2836 } 2823 }
2837 2824
2838 cure_disease (op, 0, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2839 2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2840 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2843 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2844 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2847 2848
2848 /* 2849 /*
2916 2917
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 { 2919 {
2919 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2920 { 2921 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2924 }
2925 else 2925 else
2926 tmp->destroy (); 2926 tmp->destroy ();
2927 } 2927 }
2938void 2938void
2939fix_weight (void) 2939fix_weight (void)
2940{ 2940{
2941 for_all_players (pl) 2941 for_all_players (pl)
2942 { 2942 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
2944 2944
2945 if (old == sum) 2945 pl->ob->update_weight ();
2946 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
2947 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
2949 } 2952 }
2950} 2953}
2951 2954
2952void 2955void
2953fix_luck (void) 2956fix_luck (void)
3039 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3042 3045
3043 /* scan through all nearby squares for terrain to hide in */ 3046 /* 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]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 3050 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 3053 continue;
3050 } 3054
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 3056 level += 2;
3053 else /* open terrain! */ 3057 else /* open terrain! */
3054 level -= 1; 3058 level -= 1;
3055 } 3059 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 3071 */
3068void 3072void
3069do_hidden_move (object *op) 3073do_hidden_move (object *op)
3070{ 3074{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3072 object *skop;
3073 3076
3074 if (!op || !op->map) 3077 if (!op || !op->map)
3075 return; 3078 return;
3076 3079
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3078 3082
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3082 { 3086 {
3092 num -= hide; 3096 num -= hide;
3093 3097
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 3099 {
3096 make_visible (op); 3100 make_visible (op);
3101
3097 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 3104 }
3100 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3442 else 3447 else
3443 { 3448 {
3444 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3453 }
3451} 3454}
3452 3455
3453/** 3456/**
3454 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was

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