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Comparing deliantra/server/server/player.C (file contents):
Revision 1.180 by root, Tue Apr 15 14:06:36 2008 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 229
239 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
240 } 243 }
241 244
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 246
244 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
245 248
246 ob->update_stats (); 249 ob->update_stats ();
247 250
248 ns->floorbox_update (); 251 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
291player::set_object (object *op) 294player::set_object (object *op)
292{ 295{
293 ob = observe = op; 296 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
295 298
296 ob->speed = 1.0f; 299 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 300 ob->speed_left = 0.5f;
298 301
299 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
300 303
301 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
304 307
321 combat_ob = op; 324 combat_ob = op;
322 break; 325 break;
323 } 326 }
324 327
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
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;
404 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
405 */ 407 */
406archetype * 408archetype *
407get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
408{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
410 418
411 for (;;) 419 for (;;)
412 { 420 {
413 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
414 i = archetypes.begin (); 422 i = archetypes.begin ();
632 640
633 return firstdir; 641 return firstdir;
634} 642}
635 643
636void 644void
637give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
638{ 646{
639 if (pl->randomitems) 647 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 649
642 for (object *next, *op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
652 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 661 * by this player due to race restrictions
654 */ 662 */
655 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
656 { 664 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
658 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 { 672 {
663 op->destroy (); 673 op->destroy ();
664 continue; 674 continue;
665 } 675 }
666 } 676 }
692 702
693 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 705
696 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
697 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
698 * merged properly. 708 * merged properly.
699 */ 709 */
700 if (need_identify (op)) 710 if (need_identify (op))
701 { 711 {
702 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
703 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
704 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
705 } 715 }
716
706 if (op->type == SPELL) 717 if (op->type == SPELL)
707 { 718 {
708 op->destroy (); 719 op->destroy ();
709 continue; 720 continue;
710 } 721 }
712 { 723 {
713 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 op->stats.exp = 0; 725 op->stats.exp = 0;
715 op->level = 1; 726 op->level = 1;
716 } 727 }
717 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
718 else
719 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
720 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
721 731
722 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
723 link_player_skills (pl); 733 pl->contr->link_skills ();
724} 734}
725 735
726void 736void
727get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
728{ 738{
843 */ 853 */
844void 854void
845player::chargen_race_done () 855player::chargen_race_done ()
846{ 856{
847 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
848 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
849 859
850 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
851 if (tl) 861 if (tl)
852 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
853 863
857 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
858 868
859 if (ob->msg) 869 if (ob->msg)
860 ob->msg = 0; 870 ob->msg = 0;
861 871
862 /* We create this now because some of the unique maps will need it
863 * to save here.
864 */
865 {
866 char buf[MAX_BUF];
867 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
868 make_path_to_file (buf);
869 }
870
871 start_info (ob); 872 start_info (ob);
872 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
873 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
874 link_player_skills (ob);
875 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 876 ob->update_stats ();
877 877
878 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
879 * is one for this race 879 * is one for this race
880 */ 880 */
881 if (*first_map_ext_path) 881 if (*first_map_ext_path)
882 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 object *tmp;
884 char mapname[MAX_BUF];
885
886 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
887 tmp = object::create ();
888 EXIT_PATH (tmp) = mapname;
889 EXIT_X (tmp) = ob->x;
890 EXIT_Y (tmp) = ob->y;
891 ob->enter_exit (tmp); /* we don't really care if it succeeded;
892 * if the map isn't there, then stay on the
893 * default initial map */
894 tmp->destroy ();
895 }
896 else 883 else
897 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
898} 885}
899 886
900void 887void
1319 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1320 { 1307 {
1321 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1322 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1323 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1324 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1325 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1326 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1327 { 1314 {
1328 CHK_PICK_PICKUP; 1315 CHK_PICK_PICKUP;
1329#if 0 1316#if 0
1330 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1331 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1397 } 1384 }
1398 } 1385 }
1399 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1400 { 1387 {
1401 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1402 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1403 { 1390 {
1404 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1405 { 1392 {
1406 *better = 100; 1393 *better = 100;
1407 return arrow; 1394 return arrow;
1435 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1436 } 1423 }
1437 } 1424 }
1438 } 1425 }
1439 } 1426 }
1427
1440 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1441 return find_arrow (op, type); 1429 return find_arrow (op, type);
1442 1430
1443 *better = betterby; 1431 *better = betterby;
1444 return tmp; 1432 return tmp;
1590 } 1578 }
1591 1579
1592 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1593 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1594 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1595 arrow->destroy (); 1584 arrow->destroy ();
1596 return 0; 1585 return 0;
1597 } 1586 }
1598 1587
1599 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1600 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1601 if (!arrow) 1590 if (!arrow)
1602 { 1591 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 return 0; 1593 return 0;
1605 } 1594 }
1672 op->play_sound (sound_find ("fire_arrow")); 1661 op->play_sound (sound_find ("fire_arrow"));
1673 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1674 1663
1675 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1676 move_arrow (arrow); 1665 move_arrow (arrow);
1677
1678 if (op->type == PLAYER)
1679 {
1680 if (left->destroyed ())
1681 esrv_del_item (op->contr, left->count);
1682 else
1683 esrv_send_item (op, left);
1684 }
1685 1666
1686 return 1; 1667 return 1;
1687} 1668}
1688 1669
1689/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1763 return; 1744 return;
1764 } 1745 }
1765 } 1746 }
1766 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1767 { 1748 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1769 { 1754 {
1770 op->contr->play_sound (sound_find ("wand_poof")); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1771 1756
1772 if (item->type == ROD) 1757 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face; 1778 item->face = item->arch->face;
1794 item->set_speed (0); 1779 item->set_speed (0);
1795 } 1780 }
1796 1781
1797 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1784 }
1800 } 1785 }
1801 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1787 drain_rod_charge (item);
1803 } 1788 }
1808bool 1793bool
1809fire (object *op, int dir) 1794fire (object *op, int dir)
1810{ 1795{
1811 int spellcost = 0; 1796 int spellcost = 0;
1812 1797
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr; 1798 player *pl = op->contr;
1818 1799
1819 if (pl->golem) 1800 if (pl->golem)
1820 { 1801 {
1821 control_golem (op->contr->golem, dir); 1802 control_golem (op->contr->golem, dir);
1823 } 1804 }
1824 1805
1825 object *ob = pl->ranged_ob; 1806 object *ob = pl->ranged_ob;
1826 1807
1827 if (!ob) 1808 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false; 1809 return false;
1832 1810
1833 if (op->speed_left > 0.f) 1811 if (op->speed_left > 0.f)
1834 --op->speed_left; 1812 --op->speed_left;
1835 else 1813 else
1836 return false; 1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op))
1821 make_visible (op);
1837 1822
1838 switch (ob->type) 1823 switch (ob->type)
1839 { 1824 {
1840 case BOW: 1825 case BOW:
1841 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1980 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1981 } 1966 }
1982 1967
1983 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1984 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988 1970
1989 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1990 } 1972 }
1991 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
1992 { 1974 {
2089 --op->speed_left; 2071 --op->speed_left;
2090 2072
2091 op->play_sound (sound_find ("push_player")); 2073 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2093 2075
2094 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2095 make_visible (op); 2077 make_visible (op);
2096 2078
2097 return true; 2079 return true;
2098 } 2080 }
2099 else 2081 else
2121 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2122 } 2104 }
2123 else 2105 else
2124 op->statusmsg ("You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2125 2107
2126 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2127 make_visible (op); 2109 make_visible (op);
2128 2110
2129 return true; 2111 return true;
2130 } 2112 }
2131 } 2113 }
2173bool 2155bool
2174move_player (object *op, int dir) 2156move_player (object *op, int dir)
2175{ 2157{
2176 int pick; 2158 int pick;
2177 2159
2178 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0; 2161 return 0;
2180 2162
2181 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2183 { 2165 {
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191 2173
2192 op->facing = dir; 2174 op->facing = dir;
2193 2175
2194 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2195 do_hidden_move (op); 2177 do_hidden_move (op);
2196 2178
2197 bool retval; 2179 bool retval;
2198 2180
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 { 2254 {
2273 op->play_sound (sound_find ("ob_evaporate")); 2255 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275 2257
2276 if (op->contr)
2277 esrv_del_item (op->contr, tmp->count);
2278
2279 tmp->destroy (); 2258 tmp->destroy ();
2280 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2281 2260
2282 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2283 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2295 return 0; 2274 return 0;
2296} 2275}
2297 2276
2298/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2299 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2300 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2301 * from. 2280 * from.
2302 */ 2281 */
2303static void 2282static void
2304drop_unpaid_items (object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2305{ 2284{
2306 while (op) 2285 while (op)
2307 { 2286 {
2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2309 2288
2310 if (QUERY_FLAG (op, FLAG_UNPAID)) 2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2311 {
2312 if (env->type == PLAYER)
2313 esrv_del_item (env->contr, op->count);
2314
2315 op->insert_at (env); 2290 op->insert_at (env);
2316 }
2317 else if (op->inv) 2291 else if (op->inv)
2318 drop_unpaid_items (op->inv, env); 2292 drop_unpaid_items (op->inv, env);
2319 2293
2320 op = next; 2294 op = next;
2321 } 2295 }
2333 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2334 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2335 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2336 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2337 */ 2311 */
2338char * 2312const char *
2339gravestone_text (object *op) 2313gravestone_text (object *op)
2340{ 2314{
2341 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2342 char buf[MAX_BUF];
2343 time_t now = time (NULL);
2344 2316
2345 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2346 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2347 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2348 else
2349 sprintf (buf, "%s\n", &op->name);
2350 2322
2351 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2352 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
2353 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2354 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2355 else
2356 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2357 2331
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 { 2332 {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2363 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2364 strcat (buf2, buf);
2365 }
2366
2367 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2368 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2369 strcat (buf2, buf); 2337 }
2370 2338
2371 return buf2; 2339 return buf;
2372} 2340}
2373 2341
2374void 2342void
2375do_some_living (object *op) 2343do_some_living (object *op)
2376{ 2344{
2557 op->stats.food--; 2525 op->stats.food--;
2558 } 2526 }
2559 2527
2560 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2561 { 2529 {
2562 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2563 2531
2564 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2565 { 2533 {
2566 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)
2567 { 2538 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2569 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2571 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2572 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2573 break; 2544 break;
2574 } 2545 }
2575 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2576 flesh = tmp; 2547 flesh = tmp;
2577 } /* End if paid for object */ 2548 }
2578 } /* end of for loop */
2579 2549
2580 /* 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
2581 * eat flesh instead. 2551 * eat flesh instead.
2582 */ 2552 */
2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 { 2554 {
2585 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.>");
2586 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2587 } 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.>");
2588 } 2564 }
2589 2565
2590 if (op->stats.food < 0) 2566 if (op->stats.food < 0)
2591 { 2567 {
2592 op->stats.hp += op->stats.food; 2568 op->stats.hp += op->stats.food;
2593 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 ();
2594 } 2575 }
2576 }
2595 2577
2578 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2580 kill_player (op);
2598 } 2581 }
2599} 2582}
2600 2583
2650 { 2633 {
2651 tmp->name = format ("%s's finger" , &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2652 tmp->name_pl = format ("%s's fingers", &op->name); 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2653 tmp->msg = format ( 2636 tmp->msg = format (
2654 "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",
2655 &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 ()
2656 ); 2641 );
2657 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2658 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2659 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2660 } 2645 }
2666 } 2651 }
2667 2652
2668 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2669 2654
2670 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2671
2672 if (op->stats.food < 0)
2673 strcpy (op->contr->killer, "starvation");
2674 2656
2675 op->contr->play_sound (sound_find ("player_dies")); 2657 op->contr->play_sound (sound_find ("player_dies"));
2676 2658
2677 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2678 x = op->x; 2660 x = op->x;
2787 lost_a_stat = 1; 2769 lost_a_stat = 1;
2788 } 2770 }
2789 } 2771 }
2790 } 2772 }
2791 } 2773 }
2774
2792 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2793 if (!lost_a_stat) 2776 if (!lost_a_stat)
2794 { 2777 {
2795 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2796 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2800 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);
2801 else 2784 else
2802 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.");
2803 } 2786 }
2804#else 2787#else
2805 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.");
2806#endif 2789#endif
2807 2790
2808 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2809 * exp loss on the stone. 2792 * exp loss on the stone.
2810 */ 2793 */
2811 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2812 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2813 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2814 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2815 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2816 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);
2817 tmp->msg = buf;
2818 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2819 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2820 2801
2821 /**************************************/ 2802 /**************************************/
2822 /* */ 2803 /* */
2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2846 } 2827 }
2847 2828
2848 cure_disease (op, 0, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2849 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2850 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2851 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2852 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2853 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2854 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2857 2852
2858 /* 2853 /*
2896 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2897 force->resist[at] = 100; 2892 force->resist[at] = 100;
2898 2893
2899 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2900 op->update_stats (); 2895 op->update_stats ();
2901
2902 } 2896 }
2903 2897
2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2905} 2899}
2906 2900
2926 2920
2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2928 { 2922 {
2929 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2930 { 2924 {
2931 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2932 tmp2->destroy ();
2933 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 } 2927 }
2935 else 2928 else
2936 tmp->destroy (); 2929 tmp->destroy ();
2937 } 2930 }
2948void 2941void
2949fix_weight (void) 2942fix_weight (void)
2950{ 2943{
2951 for_all_players (pl) 2944 for_all_players (pl)
2952 { 2945 {
2953 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2954 2947
2955 if (old == sum) 2948 pl->ob->update_weight ();
2956 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2957 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2958 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
2959 } 2955 }
2960} 2956}
2961 2957
2962void 2958void
2963fix_luck (void) 2959fix_luck (void)
3005} 3001}
3006 3002
3007void 3003void
3008make_visible (object *op) 3004make_visible (object *op)
3009{ 3005{
3010 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3011 op->invisible = 0; 3007 op->invisible = 0;
3012 3008
3013 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3014 { 3010 {
3015 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3049 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3050 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3051 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3052 3048
3053 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3054 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3055 { 3053 {
3056 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3057 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3058 {
3059 continue; 3056 continue;
3060 } 3057
3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3062 level += 2; 3059 level += 2;
3063 else /* open terrain! */ 3060 else /* open terrain! */
3064 level -= 1; 3061 level -= 1;
3065 } 3062 }
3076 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3077 */ 3074 */
3078void 3075void
3079do_hidden_move (object *op) 3076do_hidden_move (object *op)
3080{ 3077{
3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3082 object *skop;
3083 3079
3084 if (!op || !op->map) 3080 if (!op || !op->map)
3085 return; 3081 return;
3086 3082
3087 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);
3088 3085
3089 /* 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! */
3090 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3091 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3092 { 3089 {
3102 num -= hide; 3099 num -= hide;
3103 3100
3104 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3105 { 3102 {
3106 make_visible (op); 3103 make_visible (op);
3104
3107 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3108 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!");
3109 } 3107 }
3110 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3111 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);
3234 3232
3235 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3236 return 0; 3234 return 0;
3237 3235
3238 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3239 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3240 { 3238 {
3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3242 return 1; 3240 return 1;
3243 } 3241 }
3244 } 3242 }
3245 3243
3246 return 0; 3244 return 0;
3452 else 3450 else
3453 { 3451 {
3454 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3456 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item (who, tmp);
3460 } 3456 }
3461} 3457}
3462 3458
3463/** 3459/**
3464 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was

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