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Comparing deliantra/server/server/player.C (file contents):
Revision 1.191 by elmex, Thu Apr 24 10:42:22 2008 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC

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';
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);
326 ob->deactivate (); // change_Weapon activates, fix this better 329 ob->deactivate (); // change_weapon activates, fix this better
327} 330}
328 331
329void 332void
330player::set_observe (object *op) 333player::set_observe (object *op)
331{ 334{
345 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
346 349
347 gen_sp_armour = 10; 350 gen_sp_armour = 10;
348 bowtype = bow_normal; 351 bowtype = bow_normal;
349 petmode = pet_normal; 352 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 353 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
353 do_los = 1; 355 do_los = 1;
354 356
355 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
865 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
866 868
867 if (ob->msg) 869 if (ob->msg)
868 ob->msg = 0; 870 ob->msg = 0;
869 871
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); 872 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob); 875 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 876 esrv_send_inventory (ob, ob);
885 878
886 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
887 * is one for this race 880 * is one for this race
888 */ 881 */
889 if (*first_map_ext_path) 882 if (*first_map_ext_path)
890 { 883 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 884 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
906} 886}
907 887
908void 888void
1327 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1328 { 1308 {
1329 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1335 { 1315 {
1336 CHK_PICK_PICKUP; 1316 CHK_PICK_PICKUP;
1337#if 0 1317#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1405 } 1385 }
1406 } 1386 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1388 {
1409 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1411 { 1391 {
1412 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1413 { 1393 {
1414 *better = 100; 1394 *better = 100;
1415 return arrow; 1395 return arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1424 }
1445 } 1425 }
1446 } 1426 }
1447 } 1427 }
1428
1448 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1430 return find_arrow (op, type);
1450 1431
1451 *better = betterby; 1432 *better = betterby;
1452 return tmp; 1433 return tmp;
2326 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2327 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2328 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2329 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2330 */ 2311 */
2331char * 2312const char *
2332gravestone_text (object *op) 2313gravestone_text (object *op)
2333{ 2314{
2334 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2335 char buf[MAX_BUF];
2336 time_t now = time (NULL);
2337 2316
2338 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2339 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2340 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2341 else
2342 sprintf (buf, "%s\n", &op->name);
2343 2322
2344 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2345 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2346 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2347 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2348 else
2349 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2350 2331
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 { 2332 {
2355 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2356 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2357 strcat (buf2, buf);
2358 }
2359
2360 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2362 strcat (buf2, buf); 2337 }
2363 2338
2364 return buf2; 2339 return buf;
2365} 2340}
2366 2341
2367void 2342void
2368do_some_living (object *op) 2343do_some_living (object *op)
2369{ 2344{
2550 op->stats.food--; 2525 op->stats.food--;
2551 } 2526 }
2552 2527
2553 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2554 { 2529 {
2555 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2556 2531
2557 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2558 { 2533 {
2559 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2560 { 2538 {
2561 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2562 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2563 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2564 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2565 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2566 break; 2544 break;
2567 } 2545 }
2568 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2569 flesh = tmp; 2547 flesh = tmp;
2570 } /* End if paid for object */ 2548 }
2571 } /* end of for loop */
2572 2549
2573 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2574 * eat flesh instead. 2551 * eat flesh instead.
2575 */ 2552 */
2576 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2577 { 2554 {
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2579 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2580 } 2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2581 } 2564 }
2582 2565
2583 if (op->stats.food < 0) 2566 if (op->stats.food < 0)
2584 { 2567 {
2585 op->stats.hp += op->stats.food; 2568 op->stats.hp += op->stats.food;
2586 op->stats.food = 0; 2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2587 } 2575 }
2576 }
2588 2577
2578 /* killer should be set here already */
2589 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2590 kill_player (op); 2580 kill_player (op);
2591 } 2581 }
2592} 2582}
2593 2583
2643 { 2633 {
2644 tmp->name = format ("%s's finger" , &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2645 tmp->name_pl = format ("%s's fingers", &op->name); 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2646 tmp->msg = format ( 2636 tmp->msg = format (
2647 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2648 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2649 ); 2641 );
2650 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2651 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2652 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2653 } 2645 }
2659 } 2651 }
2660 2652
2661 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2662 2654
2663 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2664
2665 if (op->stats.food < 0)
2666 strcpy (op->contr->killer, "starvation");
2667 2656
2668 op->contr->play_sound (sound_find ("player_dies")); 2657 op->contr->play_sound (sound_find ("player_dies"));
2669 2658
2670 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2671 x = op->x; 2660 x = op->x;
2780 lost_a_stat = 1; 2769 lost_a_stat = 1;
2781 } 2770 }
2782 } 2771 }
2783 } 2772 }
2784 } 2773 }
2774
2785 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2786 if (!lost_a_stat) 2776 if (!lost_a_stat)
2787 { 2777 {
2788 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2789 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2793 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2794 else 2784 else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2796 } 2786 }
2797#else 2787#else
2798 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2799#endif 2789#endif
2800 2790
2801 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2802 * exp loss on the stone. 2792 * exp loss on the stone.
2803 */ 2793 */
2804 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2805 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2806 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2807 sprintf (buf, "%s's gravestones", &op->name);
2808 tmp->name_pl = buf;
2809 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); 2797 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 ());
2810 tmp->msg = buf;
2811 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2812 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2813 2800
2814 /**************************************/ 2801 /**************************************/
2815 /* */ 2802 /* */
2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2839 } 2826 }
2840 2827
2841 cure_disease (op, 0, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2842 2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2846 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2847 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2850 2851
2851 /* 2852 /*
3072 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3073 */ 3074 */
3074void 3075void
3075do_hidden_move (object *op) 3076do_hidden_move (object *op)
3076{ 3077{
3077 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3078 object *skop;
3079 3079
3080 if (!op || !op->map) 3080 if (!op || !op->map)
3081 return; 3081 return;
3082 3082
3083 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3084 3085
3085 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3086 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3087 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3088 { 3089 {
3098 num -= hide; 3099 num -= hide;
3099 3100
3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101 { 3102 {
3102 make_visible (op); 3103 make_visible (op);
3104
3103 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3104 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3105 } 3107 }
3106 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3107 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);

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