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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 1.209 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';
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->update_weight (); 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;
726 else /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
729 731
730 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
731 link_player_skills (pl); 733 pl->contr->link_skills ();
732} 734}
733 735
734void 736void
735get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
736{ 738{
851 */ 853 */
852void 854void
853player::chargen_race_done () 855player::chargen_race_done ()
854{ 856{
855 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
857 859
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl) 861 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
861 863
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);
883 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 876 ob->update_stats ();
885 877
886 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
887 * is one for this race 879 * is one for this race
888 */ 880 */
889 if (*first_map_ext_path) 881 if (*first_map_ext_path)
890 { 882 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 883 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
906} 885}
907 886
908void 887void
1327 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1328 { 1307 {
1329 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1331 /* >=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
1332 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1334 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)
1335 { 1314 {
1336 CHK_PICK_PICKUP; 1315 CHK_PICK_PICKUP;
1337#if 0 1316#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1405 } 1384 }
1406 } 1385 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1387 {
1409 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1411 { 1390 {
1412 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1413 { 1392 {
1414 *better = 100; 1393 *better = 100;
1415 return arrow; 1394 return arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1423 }
1445 } 1424 }
1446 } 1425 }
1447 } 1426 }
1427
1448 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1429 return find_arrow (op, type);
1450 1430
1451 *better = betterby; 1431 *better = betterby;
1452 return tmp; 1432 return tmp;
1598 } 1578 }
1599 1579
1600 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1602 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1584 arrow->destroy ();
1604 return 0; 1585 return 0;
1605 } 1586 }
1606 1587
1607 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1608 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1609 if (!arrow) 1590 if (!arrow)
1610 { 1591 {
1611 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);
1612 return 0; 1593 return 0;
1613 } 1594 }
1680 op->play_sound (sound_find ("fire_arrow")); 1661 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1682 1663
1683 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1665 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 1666
1694 return 1; 1667 return 1;
1695} 1668}
1696 1669
1697/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1771 return; 1744 return;
1772 } 1745 }
1773 } 1746 }
1774 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1775 { 1748 {
1776 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))
1777 { 1754 {
1778 op->contr->play_sound (sound_find ("wand_poof")); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1779 1756
1780 if (item->type == ROD) 1757 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)); 1758 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); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1801 item->face = item->arch->face; 1778 item->face = item->arch->face;
1802 item->set_speed (0); 1779 item->set_speed (0);
1803 } 1780 }
1804 1781
1805 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1806 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1807 } 1784 }
1808 } 1785 }
1809 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1810 drain_rod_charge (item); 1787 drain_rod_charge (item);
1811 } 1788 }
1816bool 1793bool
1817fire (object *op, int dir) 1794fire (object *op, int dir)
1818{ 1795{
1819 int spellcost = 0; 1796 int spellcost = 0;
1820 1797
1821 /* check for loss of invisiblity/hide */
1822 if (action_makes_visible (op))
1823 make_visible (op);
1824
1825 player *pl = op->contr; 1798 player *pl = op->contr;
1826 1799
1827 if (pl->golem) 1800 if (pl->golem)
1828 { 1801 {
1829 control_golem (op->contr->golem, dir); 1802 control_golem (op->contr->golem, dir);
1831 } 1804 }
1832 1805
1833 object *ob = pl->ranged_ob; 1806 object *ob = pl->ranged_ob;
1834 1807
1835 if (!ob) 1808 if (!ob)
1836 return false;
1837
1838 if (!op->change_weapon (ob))
1839 return false; 1809 return false;
1840 1810
1841 if (op->speed_left > 0.f) 1811 if (op->speed_left > 0.f)
1842 --op->speed_left; 1812 --op->speed_left;
1843 else 1813 else
1844 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);
1845 1822
1846 switch (ob->type) 1823 switch (ob->type)
1847 { 1824 {
1848 case BOW: 1825 case BOW:
1849 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1988 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1966 }
1990 1967
1991 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1992 key->decrease (); /* Use up one of the keys */ 1969 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 1970
1997 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1998 } 1972 }
1999 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2000 { 1974 {
2097 --op->speed_left; 2071 --op->speed_left;
2098 2072
2099 op->play_sound (sound_find ("push_player")); 2073 op->play_sound (sound_find ("push_player"));
2100 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2101 2075
2102 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2103 make_visible (op); 2077 make_visible (op);
2104 2078
2105 return true; 2079 return true;
2106 } 2080 }
2107 else 2081 else
2129 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2130 } 2104 }
2131 else 2105 else
2132 op->statusmsg ("You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2133 2107
2134 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 2109 make_visible (op);
2136 2110
2137 return true; 2111 return true;
2138 } 2112 }
2139 } 2113 }
2197 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2198 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2199 2173
2200 op->facing = dir; 2174 op->facing = dir;
2201 2175
2202 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2203 do_hidden_move (op); 2177 do_hidden_move (op);
2204 2178
2205 bool retval; 2179 bool retval;
2206 2180
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2280 { 2254 {
2281 op->play_sound (sound_find ("ob_evaporate")); 2255 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)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2283 2257
2284 if (op->contr)
2285 esrv_del_item (op->contr, tmp->count);
2286
2287 tmp->destroy (); 2258 tmp->destroy ();
2288 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2289 2260
2290 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2291 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2303 return 0; 2274 return 0;
2304} 2275}
2305 2276
2306/* 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
2307 * 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
2308 * 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
2309 * from. 2280 * from.
2310 */ 2281 */
2311static void 2282static void
2312drop_unpaid_items (object *op, object *env) 2283drop_unpaid_items (object *op, object *env)
2313{ 2284{
2314 while (op) 2285 while (op)
2315 { 2286 {
2316 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' */
2317 2288
2318 if (QUERY_FLAG (op, FLAG_UNPAID)) 2289 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); 2290 op->insert_at (env);
2324 }
2325 else if (op->inv) 2291 else if (op->inv)
2326 drop_unpaid_items (op->inv, env); 2292 drop_unpaid_items (op->inv, env);
2327 2293
2328 op = next; 2294 op = next;
2329 } 2295 }
2341 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2345 */ 2311 */
2346char * 2312const char *
2347gravestone_text (object *op) 2313gravestone_text (object *op)
2348{ 2314{
2349 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2316
2353 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2354 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2322
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2360 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
2361 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 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 2331
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2332 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2377 strcat (buf2, buf); 2337 }
2378 2338
2379 return buf2; 2339 return buf;
2380} 2340}
2381 2341
2382void 2342void
2383do_some_living (object *op) 2343do_some_living (object *op)
2384{ 2344{
2565 op->stats.food--; 2525 op->stats.food--;
2566 } 2526 }
2567 2527
2568 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 { 2529 {
2570 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2571 2531
2572 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2573 { 2533 {
2574 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)
2575 { 2538 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2577 { 2540 "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); 2541 manual_apply (op, tmp, 0);
2542
2580 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break; 2544 break;
2582 } 2545 }
2583 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2584 flesh = tmp; 2547 flesh = tmp;
2585 } /* End if paid for object */ 2548 }
2586 } /* end of for loop */
2587 2549
2588 /* 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
2589 * eat flesh instead. 2551 * eat flesh instead.
2590 */ 2552 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 { 2554 {
2593 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.>");
2594 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2595 } 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.>");
2596 } 2564 }
2597 2565
2598 if (op->stats.food < 0) 2566 if (op->stats.food < 0)
2599 { 2567 {
2600 op->stats.hp += op->stats.food; 2568 op->stats.hp += op->stats.food;
2601 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 ();
2602 } 2575 }
2576 }
2603 2577
2578 /* killer should be set here already */
2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2605 kill_player (op); 2580 kill_player (op);
2606 } 2581 }
2607} 2582}
2608 2583
2658 { 2633 {
2659 tmp->name = format ("%s's finger" , &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2660 tmp->name_pl = format ("%s's fingers", &op->name); 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2661 tmp->msg = format ( 2636 tmp->msg = format (
2662 "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",
2663 &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 ()
2664 ); 2641 );
2665 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2666 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2667 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2668 } 2645 }
2674 } 2651 }
2675 2652
2676 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2677 2654
2678 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2679
2680 if (op->stats.food < 0)
2681 strcpy (op->contr->killer, "starvation");
2682 2656
2683 op->contr->play_sound (sound_find ("player_dies")); 2657 op->contr->play_sound (sound_find ("player_dies"));
2684 2658
2685 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2686 x = op->x; 2660 x = op->x;
2795 lost_a_stat = 1; 2769 lost_a_stat = 1;
2796 } 2770 }
2797 } 2771 }
2798 } 2772 }
2799 } 2773 }
2774
2800 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2776 if (!lost_a_stat)
2802 { 2777 {
2803 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2779 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); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 else 2784 else
2810 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.");
2811 } 2786 }
2812#else 2787#else
2813 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.");
2814#endif 2789#endif
2815 2790
2816 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2817 * exp loss on the stone. 2792 * exp loss on the stone.
2818 */ 2793 */
2819 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2820 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2821 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2822 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",
2823 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
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);
2825 tmp->msg = buf;
2826 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2827 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2828 2801
2829 /**************************************/ 2802 /**************************************/
2830 /* */ 2803 /* */
2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2854 } 2827 }
2855 2828
2856 cure_disease (op, 0, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2857 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
2858 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2859 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2860 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2861 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2862 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2865 2852
2866 /* 2853 /*
2904 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2905 force->resist[at] = 100; 2892 force->resist[at] = 100;
2906 2893
2907 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2908 op->update_stats (); 2895 op->update_stats ();
2909
2910 } 2896 }
2911 2897
2912 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2913} 2899}
2914 2900
2934 2920
2935 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))))
2936 { 2922 {
2937 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2938 { 2924 {
2939 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2940 tmp2->destroy ();
2941 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2942 } 2927 }
2943 else 2928 else
2944 tmp->destroy (); 2929 tmp->destroy ();
2945 } 2930 }
3016} 3001}
3017 3002
3018void 3003void
3019make_visible (object *op) 3004make_visible (object *op)
3020{ 3005{
3021 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3022 op->invisible = 0; 3007 op->invisible = 0;
3023 3008
3024 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3025 { 3010 {
3026 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3088 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3089 */ 3074 */
3090void 3075void
3091do_hidden_move (object *op) 3076do_hidden_move (object *op)
3092{ 3077{
3093 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3094 object *skop;
3095 3079
3096 if (!op || !op->map) 3080 if (!op || !op->map)
3097 return; 3081 return;
3098 3082
3099 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);
3100 3085
3101 /* 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! */
3102 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3103 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3104 { 3089 {
3114 num -= hide; 3099 num -= hide;
3115 3100
3116 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3117 { 3102 {
3118 make_visible (op); 3103 make_visible (op);
3104
3119 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3120 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!");
3121 } 3107 }
3122 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3123 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);
3246 3232
3247 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3248 return 0; 3234 return 0;
3249 3235
3250 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3251 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))
3252 { 3238 {
3253 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");
3254 return 1; 3240 return 1;
3255 } 3241 }
3256 } 3242 }
3257 3243
3258 return 0; 3244 return 0;
3464 else 3450 else
3465 { 3451 {
3466 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3456 }
3473} 3457}
3474 3458
3475/** 3459/**
3476 * 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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