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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 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 */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
199 maplevel = ob->map->path; 201 maplevel = ob->map->path;
202
200 ob->remove (); 203 ob->remove ();
201 ob->map = 0; 204 ob->map = 0;
202 party = 0; 205 party = 0;
203 206
204 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
288 291
289 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
290 293
291 ns->reset_stats (); 294 ns->reset_stats ();
292 ns->pl = 0; 295 ns->pl = 0;
293 this->ns = 0; 296 ns = 0;
294 } 297 }
295 298
299 if (ob)
296 ob->close_container (); //TODO: client-specific 300 ob->close_container (); //TODO: client-specific
301
297 deactivate (); 302 deactivate ();
298} 303}
299 304
300// the need for this function can be explained 305// the need for this function can be explained
301// by load_object not returning the object 306// by load_object not returning the object
313player::player () 318player::player ()
314{ 319{
315 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 321 * we deal with that below this point.
317 */ 322 */
318 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
320 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
321 326
322 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
323 328
324 gen_sp_armour = 10; 329 gen_sp_armour = 10;
863 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
866 * not the class. 871 * not the class.
867 */ 872 */
868int 873void
869key_change_class (object *op, char key) 874player::chargen_race_done ()
870{ 875{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
879 878
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 880 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
883 882
884 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
886 885
887 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
888 887
889 if (op->msg) 888 if (ob->msg)
890 op->msg = NULL; 889 ob->msg = 0;
891 890
892 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
893 * to save here. 892 * to save here.
894 */ 893 */
894 {
895 char buf[MAX_BUF];
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
896 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
897 899
898 start_info (op); 900 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op); 903 link_player_skills (ob);
902 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
903 op->update_stats (); 905 ob->update_stats ();
904 906
905 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
906 * is one for this race 908 * is one for this race
907 */ 909 */
908 if (*first_map_ext_path) 910 if (*first_map_ext_path)
909 { 911 {
910 object *tmp; 912 object *tmp;
911 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
912 914
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create (); 916 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
920 * default initial map */ 922 * default initial map */
921 tmp->destroy (); 923 tmp->destroy ();
922 } 924 }
923 else 925 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
925 928
926 return 0; 929void
927 } 930player::chargen_race_next ()
928 931{
929 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
931 */ 934 */
932 935
933 tmp_loop = 0; 936 do
934 while (!tmp_loop)
935 { 937 {
936 shstr name = op->name; 938 shstr name = ob->name;
937 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
938 940
939 op->remove_statbonus (); 941 ob->remove_statbonus ();
940 op->remove (); 942 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
943 op->instantiate (); 945 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
946 op->x = x; 948 ob->x = x;
947 op->y = y; 949 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
951 op->add_statbonus (); 953 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 954 }
955 while (!allowed_class (ob));
954 956
955 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 959 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 962 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 963}
968 964
969void 965void
970flee_player (object *op) 966flee_player (object *op)
971{ 967{
1028int 1024int
1029check_pick (object *op) 1025check_pick (object *op)
1030{ 1026{
1031 object *tmp, *next; 1027 object *tmp, *next;
1032 int stop = 0; 1028 int stop = 0;
1033 int j, k, wvratio; 1029 int wvratio;
1034 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1035 1031
1036 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1038 return 1; 1034 return 1;
1039 1035
1594 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1593 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1599 return 0; 1596 return 0;
1600 } 1597 }
1601 } 1598 }
1602 1599
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats (); 1632 op->update_stats ();
1636 } 1633 }
1637 1634
1638 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1642 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1644 1643
1645 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650 1645
1651 /* update the speed */ 1646 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654 1649
1655 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1657 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1658 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1659 { 1656 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1665 } 1662 }
1666 else 1663 else
1667 { 1664 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1665 arrow->level = op->level;
1670 } 1666 arrow->stats.wc -= bow->magic;
1671 1667
1672 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1673 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1674
1675 if (bow->slaying)
1676 arrow->slaying = bow->slaying;
1677 1675
1678 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1678
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1834 case range_misc: 1832 case range_misc:
1835 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1836 return; 1834 return;
1837 1835
1838 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1846 return; 1838 return;
1847 1839
1848 case range_skill: 1840 case range_skill:
1849 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1850 { 1842 {
1851 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1853 return; 1846 return;
1854 } 1847 }
1855 1848
1856 do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return; 1850 return;
2254 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2255 */ 2248 */
2256int 2249int
2257handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2258{ 2251{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2253 {
2281 flee_player (op); 2254 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2257 {
2285 op->speed_left--; 2258 op->speed_left--;
2286 return 0; 2259 return 0;
2287 } 2260 }
2288 } 2261 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2262
2298 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2265 * called, so we recheck it here.
2301 */ 2266 */
2437 int rate_grace = 2000; 2402 int rate_grace = 2000;
2438 const int max_hp = 1; 2403 const int max_hp = 1;
2439 const int max_sp = 1; 2404 const int max_sp = 1;
2440 const int max_grace = 1; 2405 const int max_grace = 1;
2441 2406
2442 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2443 { 2416 }
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2446 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2447 } 2424 }
2448 2425
2449 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2450 { 2427 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2473 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 } 2452 }
2476 2453
2477 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2479 { 2456 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2482 { 2459 {
2483 op->stats.sp++; 2460 op->stats.sp++;
2908 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2888
2912 /* 2889 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2915 * in the map. 2891 * and put them back in the map.
2916 */ 2892 */
2917
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2920 2894
2921 /****************************************/ 2895 /****************************************/
2922 /* */ 2896 /* */
2923 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3069 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3070 { 3044 {
3071 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3073 } 3047 }
3048
3074 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3075} 3050}
3076 3051
3077int 3052int
3078is_true_undead (object *op) 3053is_true_undead (object *op)
3079{ 3054{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 3056 return 1;
3084 3057
3085 return 0; 3058 return 0;
3086} 3059}
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3348 int i = 0, j = 0;
3376 3349
3377 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3386 3359
3387 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3388 return; 3361 return;
3389 3362
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);

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