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Comparing deliantra/server/server/player.C (file contents):
Revision 1.185 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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
239 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
240 } 240 }
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245 245
246 ob->update_stats (); 246 ob->update_stats ();
247 247
248 ns->floorbox_update (); 248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 291player::set_object (object *op)
292{ 292{
293 ob = observe = op; 293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
295 295
296 ob->speed = 1.0f; 296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 297 ob->speed_left = 0.5f;
298 298
299 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
300 300
301 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
304 304
321 combat_ob = op; 321 combat_ob = op;
322 break; 322 break;
323 } 323 }
324 324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better 326 ob->deactivate (); // change_weapon activates, fix this better
327} 327}
328 328
329void 329void
330player::set_observe (object *op) 330player::set_observe (object *op)
331{ 331{
851 */ 851 */
852void 852void
853player::chargen_race_done () 853player::chargen_race_done ()
854{ 854{
855 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
857 857
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl) 859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
861 861
864 864
865 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
866 866
867 if (ob->msg) 867 if (ob->msg)
868 ob->msg = 0; 868 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878 869
879 start_info (ob); 870 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob); 873 link_player_skills (ob);
885 876
886 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
887 * is one for this race 878 * is one for this race
888 */ 879 */
889 if (*first_map_ext_path) 880 if (*first_map_ext_path)
890 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 882 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
906} 884}
907 885
908void 886void
1405 } 1383 }
1406 } 1384 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1386 {
1409 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1411 { 1389 {
1412 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1413 { 1391 {
1414 *better = 100; 1392 *better = 100;
1415 return arrow; 1393 return arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1422 }
1445 } 1423 }
1446 } 1424 }
1447 } 1425 }
1426
1448 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1428 return find_arrow (op, type);
1450 1429
1451 *better = betterby; 1430 *better = betterby;
1452 return tmp; 1431 return tmp;
1603 arrow->destroy (); 1582 arrow->destroy ();
1604 return 0; 1583 return 0;
1605 } 1584 }
1606 1585
1607 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1608 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1609 if (!arrow) 1588 if (!arrow)
1610 { 1589 {
1611 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);
1612 return 0; 1591 return 0;
1613 } 1592 }
1680 op->play_sound (sound_find ("fire_arrow")); 1659 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1682 1661
1683 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1663 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1664
1694 return 1; 1665 return 1;
1695} 1666}
1696 1667
1697/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1771 return; 1742 return;
1772 } 1743 }
1773 } 1744 }
1774 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1775 { 1746 {
1776 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))
1777 { 1752 {
1778 op->contr->play_sound (sound_find ("wand_poof")); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1779 1754
1780 if (item->type == ROD) 1755 if (item->type == ROD)
1781 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));
1800 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1801 item->face = item->arch->face; 1776 item->face = item->arch->face;
1802 item->set_speed (0); 1777 item->set_speed (0);
1803 } 1778 }
1804 1779
1805 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1806 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1807 } 1782 }
1808 } 1783 }
1809 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1810 drain_rod_charge (item); 1785 drain_rod_charge (item);
1811 } 1786 }
1988 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1964 }
1990 1965
1991 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1992 key->decrease (); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1968
1997 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
1998 } 1970 }
1999 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2000 { 1972 {
2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2280 { 2252 {
2281 op->play_sound (sound_find ("ob_evaporate")); 2253 op->play_sound (sound_find ("ob_evaporate"));
2282 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));
2283 2255
2284 if (op->contr)
2285 esrv_del_item (op->contr, tmp->count);
2286
2287 tmp->destroy (); 2256 tmp->destroy ();
2288 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2289 2258
2290 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2291 op->stats.hp = op->stats.maxhp; 2260 op->stats.hp = op->stats.maxhp;
2303 return 0; 2272 return 0;
2304} 2273}
2305 2274
2306/* 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
2307 * 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
2308 * 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
2309 * from. 2278 * from.
2310 */ 2279 */
2311static void 2280static void
2312drop_unpaid_items (object *op, object *env) 2281drop_unpaid_items (object *op, object *env)
2313{ 2282{
2314 while (op) 2283 while (op)
2315 { 2284 {
2316 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' */
2317 2286
2318 if (QUERY_FLAG (op, FLAG_UNPAID)) 2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2319 {
2320 if (env->type == PLAYER)
2321 esrv_del_item (env->contr, op->count);
2322
2323 op->insert_at (env); 2288 op->insert_at (env);
2324 }
2325 else if (op->inv) 2289 else if (op->inv)
2326 drop_unpaid_items (op->inv, env); 2290 drop_unpaid_items (op->inv, env);
2327 2291
2328 op = next; 2292 op = next;
2329 } 2293 }
2341 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2345 */ 2309 */
2346char * 2310const char *
2347gravestone_text (object *op) 2311gravestone_text (object *op)
2348{ 2312{
2349 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2314
2353 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2354 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2320
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2360 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
2361 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2329
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2330 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2377 strcat (buf2, buf); 2335 }
2378 2336
2379 return buf2; 2337 return buf;
2380} 2338}
2381 2339
2382void 2340void
2383do_some_living (object *op) 2341do_some_living (object *op)
2384{ 2342{
2565 op->stats.food--; 2523 op->stats.food--;
2566 } 2524 }
2567 2525
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2527 {
2570 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2571 2529
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2573 { 2531 {
2574 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)
2575 { 2536 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2542 break;
2582 } 2543 }
2583 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2584 flesh = tmp; 2545 flesh = tmp;
2585 } /* End if paid for object */ 2546 }
2586 } /* end of for loop */
2587 2547
2588 /* 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
2589 * eat flesh instead. 2549 * eat flesh instead.
2590 */ 2550 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2552 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2595 } 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.>");
2596 } 2562 }
2597 2563
2598 if (op->stats.food < 0) 2564 if (op->stats.food < 0)
2599 { 2565 {
2600 op->stats.hp += op->stats.food; 2566 op->stats.hp += op->stats.food;
2601 op->stats.food = 0; 2567 op->stats.food = 0;
2602 } 2568 }
2603 2569
2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2605 kill_player (op); 2571 kill_player (op);
2658 { 2624 {
2659 tmp->name = format ("%s's finger" , &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2660 tmp->name_pl = format ("%s's fingers", &op->name); 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2661 tmp->msg = format ( 2627 tmp->msg = format (
2662 "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",
2663 &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 ()
2664 ); 2632 );
2665 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2666 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2667 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2668 } 2636 }
2676 INVOKE_PLAYER (DEATH, op->contr); 2644 INVOKE_PLAYER (DEATH, op->contr);
2677 2645
2678 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2679 2647
2680 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2681 strcpy (op->contr->killer, "starvation"); 2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2682 2653
2683 op->contr->play_sound (sound_find ("player_dies")); 2654 op->contr->play_sound (sound_find ("player_dies"));
2684 2655
2685 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2686 x = op->x; 2657 x = op->x;
2795 lost_a_stat = 1; 2766 lost_a_stat = 1;
2796 } 2767 }
2797 } 2768 }
2798 } 2769 }
2799 } 2770 }
2771
2800 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2773 if (!lost_a_stat)
2802 { 2774 {
2803 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2808 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);
2809 else 2781 else
2810 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.");
2811 } 2783 }
2812#else 2784#else
2813 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.");
2814#endif 2786#endif
2815 2787
2816 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2817 * exp loss on the stone. 2789 * exp loss on the stone.
2818 */ 2790 */
2819 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2820 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2821 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2822 sprintf (buf, "%s's gravestones", &op->name);
2823 tmp->name_pl = buf;
2824 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 ());
2825 tmp->msg = buf;
2826 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2827 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2828 2797
2829 /**************************************/ 2798 /**************************************/
2830 /* */ 2799 /* */
2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2854 } 2823 }
2855 2824
2856 cure_disease (op, 0, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2857 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
2858 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2859 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2860 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2861 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2862 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2865 2848
2866 /* 2849 /*
2934 2917
2935 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))))
2936 { 2919 {
2937 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2938 { 2921 {
2939 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2940 tmp2->destroy ();
2941 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2942 } 2924 }
2943 else 2925 else
2944 tmp->destroy (); 2926 tmp->destroy ();
2945 } 2927 }
3088 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3089 */ 3071 */
3090void 3072void
3091do_hidden_move (object *op) 3073do_hidden_move (object *op)
3092{ 3074{
3093 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3094 object *skop;
3095 3076
3096 if (!op || !op->map) 3077 if (!op || !op->map)
3097 return; 3078 return;
3098 3079
3099 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);
3100 3082
3101 /* 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! */
3102 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3103 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3104 { 3086 {
3114 num -= hide; 3096 num -= hide;
3115 3097
3116 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3117 { 3099 {
3118 make_visible (op); 3100 make_visible (op);
3101
3119 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3120 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!");
3121 } 3104 }
3122 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3123 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);
3464 else 3447 else
3465 { 3448 {
3466 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3453 }
3473} 3454}
3474 3455
3475/** 3456/**
3476 * 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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