ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.167 by root, Thu Aug 30 05:24:14 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 193
207 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
208 208
209 ns->update_look = 0; 209 ns->update_look = 0;
210 ns->look_position = 0; 210 ns->look_position = 0;
211 211
212 clear_los (ob); 212 clear_los (this);
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
288} 285}
289 286
290void 287void
291player::disconnect () 288player::disconnect ()
292{ 289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
293 if (ns) 296 if (ns)
294 { 297 {
295 if (active) 298 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 300
300 ns->reset_stats (); 303 ns->reset_stats ();
301 ns->pl = 0; 304 ns->pl = 0;
302 ns = 0; 305 ns = 0;
303 } 306 }
304 307
305 if (ob) 308 observe = ob;
306 ob->close_container (); //TODO: client-specific
307 309
308 deactivate (); 310 deactivate ();
309} 311}
310 312
311// the need for this function can be explained 313// the need for this function can be explained
312// by load_object not returning the object 314// by load_object not returning the object
313void 315void
314player::set_object (object *op) 316player::set_object (object *op)
315{ 317{
316 ob = op; 318 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
318 320
319 ob->speed = 1.0f; 321 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 322 ob->speed_left = 0.5f;
321 323
322 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
323} 332}
324 333
325player::player () 334player::player ()
326{ 335{
327 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
355 if (ob) 364 if (ob)
356 { 365 {
357 ob->destroy_inv (false); 366 ob->destroy_inv (false);
358 ob->destroy (); 367 ob->destroy ();
359 } 368 }
369
370 ob = observe = 0;
360} 371}
361 372
362player::~player () 373player::~player ()
363{ 374{
364 /* Clear item stack */ 375 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
392 */ 403 */
393archetype * 404archetype *
394get_player_archetype (archetype *at) 405get_player_archetype (archetype *at)
395{ 406{
396 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 408
398 for (;;) 409 for (;;)
399 { 410 {
400 if (at == NULL || at->next == NULL) 411 if (++i == archetypes.end ())
401 at = first_archetype; 412 i = archetypes.begin ();
402 else 413 else if (*i == at)
403 at = at->next; 414 cleanup ("not a single player archetype found");
404 415
405 if (at->clone.type == PLAYER) 416 if ((*i)->type == PLAYER)
406 return at; 417 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 418 }
414} 419}
415 420
416object * 421object *
417get_nearest_player (object *mon) 422get_nearest_player (object *mon)
421 unsigned lastdist; 426 unsigned lastdist;
422 rv_vector rv; 427 rv_vector rv;
423 428
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 430 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 432 continue;
455 433
456 if (lastdist > rv.distance) 434 if (lastdist > rv.distance)
457 { 435 {
907 if (*first_map_ext_path) 885 if (*first_map_ext_path)
908 { 886 {
909 object *tmp; 887 object *tmp;
910 char mapname[MAX_BUF]; 888 char mapname[MAX_BUF];
911 889
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 891 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 892 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 893 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 894 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 914 int x = ob->x, y = ob->y;
937 915
938 ob->remove_statbonus (); 916 ob->remove_statbonus ();
939 ob->remove (); 917 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 918 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 919 ob->arch->copy_to (ob);
942 ob->instantiate (); 920 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 921 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 922 ob->name = ob->name_pl = name;
945 ob->x = x; 923 ob->x = x;
946 ob->y = y; 924 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 925 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 926 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 927 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 928 ob->add_statbonus ();
951 } 929 }
952 while (!allowed_class (ob)); 930 while (!allowed_class (ob));
953 931
954 update_object (ob, UP_OBJ_FACE); 932 update_object (ob, UP_OBJ_FACE);
1099 if (tmp->name != NULL) 1077 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1080 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1083
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1085 }
1108 1086
1109 /* philosophy: 1087 /* philosophy:
1184 pick_up (op, tmp); 1162 pick_up (op, tmp);
1185 continue; 1163 continue;
1186 } 1164 }
1187 1165
1188 if (op->contr->mode & PU_READABLES) 1166 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1168 {
1191 pick_up (op, tmp); 1169 pick_up (op, tmp);
1192 continue; 1170 continue;
1193 } 1171 }
1194 1172
1302 /* careful: chairs and tables are weapons! */ 1280 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1281 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1282 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1283 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1284 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1287 {
1310 pick_up (op, tmp); 1288 pick_up (op, tmp);
1311 continue; 1289 continue;
1312 } 1290 }
1313 } 1291 }
1314 1292
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1293 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1294 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1296 {
1319 pick_up (op, tmp); 1297 pick_up (op, tmp);
1320 continue; 1298 continue;
1321 } 1299 }
1322 } 1300 }
1347 if (tmp->name != NULL) 1325 if (tmp->name != NULL)
1348 { 1326 {
1349 fprintf (stderr, "%s", tmp->name); 1327 fprintf (stderr, "%s", tmp->name);
1350 } 1328 }
1351 else 1329 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1333#endif
1356 continue; 1334 continue;
1357 } 1335 }
1427 else 1405 else
1428 { 1406 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1408 {
1431 attacktype = 1 << attacknum; 1409 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1412 {
1435 tmp = arrow; 1413 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1415 }
1438 } 1416 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1418 {
1441 tmp = arrow; 1419 tmp = arrow;
1679 1657
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1661
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1686 1664
1687 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1666 move_arrow (arrow);
1689 1667
1767 1745
1768 if (item->type == WAND) 1746 if (item->type == WAND)
1769 { 1747 {
1770 if (item->stats.food <= 0) 1748 if (item->stats.food <= 0)
1771 { 1749 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1750 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1752
1775 return; 1753 return;
1776 } 1754 }
1777 } 1755 }
1778 else if (item->type == ROD || item->type == HORN) 1756 else if (item->type == ROD || item->type == HORN)
1779 { 1757 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 { 1759 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1783 1761
1784 if (item->type == ROD) 1762 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1764 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 object *tmp; 1778 object *tmp;
1801 1779
1802 if (item->arch) 1780 if (item->arch)
1803 { 1781 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1806 item->set_speed (0); 1784 item->set_speed (0);
1807 } 1785 }
1808 1786
1809 if ((tmp = item->in_player ())) 1787 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1976 /* If we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1977 if (key) 1955 if (key)
1978 { 1956 {
1979 object *container = key->env; 1957 object *container = key->env;
1980 1958
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1959 if (action_makes_visible (op))
1984 make_visible (op); 1960 make_visible (op);
1985 1961
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1963 spring_trap (door->inv, op);
2100 2076
2101 if (op->speed_left > 0.f) 2077 if (op->speed_left > 0.f)
2102 { 2078 {
2103 --op->speed_left; 2079 --op->speed_left;
2104 2080
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2081 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2082 push_ob (mon, dir, op);
2107 2083
2108 if (op->contr->tmp_invis || op->hide) 2084 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2085 make_visible (op);
2110 2086
2129 { 2105 {
2130 --op->speed_left; 2106 --op->speed_left;
2131 2107
2132 if (!op->contr->braced) 2108 if (!op->contr->braced)
2133 { 2109 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2111 push_ob (mon, dir, op);
2136 } 2112 }
2137 else 2113 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2139 2115
2282 return 0; 2258 return 0;
2283 2259
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2262 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2263 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2265
2290 if (op->contr) 2266 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2292 2268
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2315 * from. 2291 * from.
2316 */ 2292 */
2317void 2293static void
2318remove_unpaid_objects (object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2319{ 2295{
2320 while (op) 2296 while (op)
2321 { 2297 {
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323 2299
2327 esrv_del_item (env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2328 2304
2329 op->insert_at (env); 2305 op->insert_at (env);
2330 } 2306 }
2331 else if (op->inv) 2307 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env); 2308 drop_unpaid_items (op->inv, env);
2333 2309
2334 op = next; 2310 op = next;
2335 } 2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2336} 2319}
2337 2320
2338/* 2321/*
2339 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2419 else
2437 { 2420 {
2438 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2423 }
2483 2424
2484 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2427 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2449 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2510 } 2451 }
2511 2452
2453 if (op->stats.food > 0)
2454 {
2512 /* Regenerate Hit Points */ 2455 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2456 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2457 {
2517 op->stats.hp++; 2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2459
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2460 if (op->stats.sp < op->stats.maxsp)
2520 { 2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2521 op->stats.food--; 2467 op->stats.food--;
2468
2522 if (op->contr->digestion < 0) 2469 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2470 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2472 op->stats.food = last_food;
2473 }
2526 } 2474 }
2527 }
2528 2475
2529 if (max_hp > 1) 2476 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2477 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2535 op->last_heal = 0; 2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2496 }
2537 else 2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2538 { 2505 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2540 } 2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2531 }
2542 else 2532 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2534 }
2546 } 2535 }
2547 2536
2548 /* Digestion */ 2537 /* Digestion */
2549 if (--op->last_eat < 0) 2538 if (--op->last_eat < 0)
2550 { 2539 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2552 2542
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2544
2558 /* dms do not consume food */ 2545 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2547 op->stats.food--;
2561 } 2548 }
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0); 2576 manual_apply (op, flesh, 0);
2590 } 2577 }
2591 } 2578 }
2592 2579
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0)
2594 op->stats.food++, op->stats.hp--; 2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2595 2585
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2587 kill_player (op);
2598 } 2588 }
2599} 2589}
2622 object *tmp; 2612 object *tmp;
2623 2613
2624 if (save_life (op)) 2614 if (save_life (op))
2625 return; 2615 return;
2626 2616
2627
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2620 */
2632 if (op_on_battleground (op, &x, &y)) 2621 if (op_on_battleground (op, &x, &y))
2647 { 2636 {
2648 tmp->destroy (); 2637 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2639 }
2651 2640
2652 cure_disease (op, 0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2643 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2644 op->stats.food = 999;
2656 2645
2657 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2684 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2685 } 2674 }
2686 else 2675 else
2687 sprintf (buf, "%s died.", &op->name); 2676 sprintf (buf, "%s died.", &op->name);
2688 2677
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2678 op->contr->play_sound (sound_find ("player_dies"));
2690 2679
2691 /* save the map location for corpse, gravestone */ 2680 /* save the map location for corpse, gravestone */
2692 x = op->x; 2681 x = op->x;
2693 y = op->y; 2682 y = op->y;
2694 map = op->map; 2683 map = op->map;
2857 { 2846 {
2858 tmp->destroy (); 2847 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2849 }
2861 2850
2862 cure_disease (op, 0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2863 2852
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2854 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100) 2855 if (op->stats.food < 100)
2867 op->stats.food = 900; 2856 op->stats.food = 900;
2871 2860
2872 /* 2861 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2862 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2863 * and put them back in the map.
2875 */ 2864 */
2876 remove_unpaid_objects (op->inv, op); 2865 op->drop_unpaid_items ();
2877 2866
2878 /****************************************/ 2867 /****************************************/
2879 /* */ 2868 /* */
2880 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
3021void 3010void
3022make_visible (object *op) 3011make_visible (object *op)
3023{ 3012{
3024 op->hide = 0; 3013 op->hide = 0;
3025 op->invisible = 0; 3014 op->invisible = 0;
3015
3026 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3027 { 3017 {
3028 op->contr->tmp_invis = 0; 3018 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3019 op->contr->invis_race = 0;
3030 } 3020 }
3033} 3023}
3034 3024
3035int 3025int
3036is_true_undead (object *op) 3026is_true_undead (object *op)
3037{ 3027{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3029 return 1;
3040 3030
3041 return 0; 3031 return 0;
3042} 3032}
3043 3033
3044/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3036 * indicate greater hideability.
3047 */ 3037 */
3048
3049int 3038int
3050hideability (object *ob) 3039hideability (object *ob)
3051{ 3040{
3052 int i, level = 0, mflag; 3041 int i, level = 0, mflag;
3053 sint16 x, y; 3042 sint16 x, y;
3178 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3176 * -b.t.
3188 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3189 */ 3178 */
3190
3191int 3179int
3192player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3193{ 3181{
3194 rv_vector rv; 3182 rv_vector rv;
3195 int dx, dy; 3183 int dx, dy;
3207 3195
3208 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3209 3197
3210 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3199 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3213 * a blocked los square. 3201 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3215 */ 3203 */
3216 while (op) 3204 while (op)
3217 { 3205 {
3218 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3220 3208
3221 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3211 * for any meaningful values.
3224 */ 3212 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3216 return 1;
3217
3229 op = op->more; 3218 op = op->more;
3230 } 3219 }
3220
3231 return 0; 3221 return 0;
3232} 3222}
3233 3223
3234/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3228 * return 0.
3239 */ 3229 */
3240int 3230int
3241action_makes_visible (object *op) 3231action_makes_visible (object *op)
3242{ 3232{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3234 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3236 return 0;
3248 3237
3254 { 3243 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1; 3245 return 1;
3257 } 3246 }
3258 } 3247 }
3248
3259 return 0; 3249 return 0;
3260} 3250}
3261 3251
3262/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3259 */
3270int 3260int
3271op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3272{ 3262{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3270 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3272 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3277 {
3288 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3280 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3282 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3284 {
3297 if (x != NULL && y != NULL) 3285 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3299 return 1; 3288 return 1;
3300 } 3289 }
3301 } 3290 }
3302 } 3291 }
3292
3303 if (x != NULL && y != NULL) 3293 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3305 return 1; 3296 return 1;
3306 } 3297 }
3307 } 3298 }
3308 } 3299 }
3300
3309 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3310 return 0; 3302 return 0;
3311} 3303}
3312 3304
3313/* 3305/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3322 int i = 0, j = 0;
3331 3323
3332 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3333
3342 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3343 return; 3335 return;
3344 3336
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3342 return;
3351 } 3343 }
3352 3344
3353 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3346 item = tr->item;
3355 3347
3356 if (item->type == SPELL) 3348 if (item->type == SPELL)
3357 { 3349 {
3358 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3359 return; 3351 return;
3418 { 3410 {
3419 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3412 object *skin;
3421 3413
3422 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3416 ;
3426 3417
3427 if (!skin) 3418 if (!skin)
3428 return; 3419 return;
3429 3420

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines