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Comparing deliantra/server/server/player.C (file contents):
Revision 1.193 by root, Wed Apr 30 07:08:34 2008 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC

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{
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;
869 869
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
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);
883 esrv_send_inventory (ob, ob); 874 esrv_send_inventory (ob, 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
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;
2544 op->stats.food--; 2523 op->stats.food--;
2545 } 2524 }
2546 2525
2547 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2548 { 2527 {
2549 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2550 2529
2551 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2552 { 2531 {
2553 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)
2554 { 2536 {
2555 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2556 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2559 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2560 break; 2542 break;
2561 } 2543 }
2562 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2563 flesh = tmp; 2545 flesh = tmp;
2564 } /* End if paid for object */ 2546 }
2565 } /* end of for loop */
2566 2547
2567 /* 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
2568 * eat flesh instead. 2549 * eat flesh instead.
2569 */ 2550 */
2570 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2571 { 2552 {
2572 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.>");
2573 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2574 } 2556 }
2575 }
2576 2557
2577 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food) 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 }
2563
2564 if (op->stats.food < 0)
2565 {
2579 op->stats.hp += op->stats.food; 2566 op->stats.hp += op->stats.food;
2580 op->stats.food = 0; 2567 op->stats.food = 0;
2581 } 2568 }
2582 2569
2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2584 kill_player (op); 2571 kill_player (op);
2779 lost_a_stat = 1; 2766 lost_a_stat = 1;
2780 } 2767 }
2781 } 2768 }
2782 } 2769 }
2783 } 2770 }
2771
2784 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2785 if (!lost_a_stat) 2773 if (!lost_a_stat)
2786 { 2774 {
2787 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2788 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2792 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);
2793 else 2781 else
2794 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.");
2795 } 2783 }
2796#else 2784#else
2797 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.");
2798#endif 2786#endif
2799 2787
2800 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2801 * exp loss on the stone. 2789 * exp loss on the stone.
2802 */ 2790 */
2803 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2804 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2805 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2806 sprintf (buf, "%s's gravestones", &op->name);
2807 tmp->name_pl = buf;
2808 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_name ()); 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 ());
2809 tmp->msg = buf;
2810 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2811 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2812 2797
2813 /**************************************/ 2798 /**************************************/
2814 /* */ 2799 /* */
2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2838 } 2823 }
2839 2824
2840 cure_disease (op, 0, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2841 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
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2844 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2845 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2846 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2849 2848
2850 /* 2849 /*
3071 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3072 */ 3071 */
3073void 3072void
3074do_hidden_move (object *op) 3073do_hidden_move (object *op)
3075{ 3074{
3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3077 object *skop;
3078 3076
3079 if (!op || !op->map) 3077 if (!op || !op->map)
3080 return; 3078 return;
3081 3079
3082 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);
3083 3082
3084 /* 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! */
3085 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3086 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3087 { 3086 {
3097 num -= hide; 3096 num -= hide;
3098 3097
3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 { 3099 {
3101 make_visible (op); 3100 make_visible (op);
3101
3102 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3103 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!");
3104 } 3104 }
3105 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3106 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);

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