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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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
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 <support@deliantra.net>
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
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 326}
289 327
290void 328void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 329player::set_observe (object *op)
315{ 330{
316 ob = op; 331 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 333}
324 334
325player::player () 335player::player ()
326{ 336{
327 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
355 if (ob) 365 if (ob)
356 { 366 {
357 ob->destroy_inv (false); 367 ob->destroy_inv (false);
358 ob->destroy (); 368 ob->destroy ();
359 } 369 }
370
371 ob = observe = 0;
360} 372}
361 373
362player::~player () 374player::~player ()
363{ 375{
364 /* Clear item stack */ 376 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
392 */ 404 */
393archetype * 405archetype *
394get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
395{ 407{
396 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 409
398 for (;;) 410 for (;;)
399 { 411 {
400 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
401 at = first_archetype; 413 i = archetypes.begin ();
402 else 414 else if (*i == at)
403 at = at->next; 415 cleanup ("not a single player archetype found");
404 416
405 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
406 return at; 418 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 419 }
414} 420}
415 421
416object * 422object *
417get_nearest_player (object *mon) 423get_nearest_player (object *mon)
421 unsigned lastdist; 427 unsigned lastdist;
422 rv_vector rv; 428 rv_vector rv;
423 429
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 433 continue;
455 434
456 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
457 { 436 {
907 if (*first_map_ext_path) 886 if (*first_map_ext_path)
908 { 887 {
909 object *tmp; 888 object *tmp;
910 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
911 890
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 892 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 893 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 894 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 895 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 915 int x = ob->x, y = ob->y;
937 916
938 ob->remove_statbonus (); 917 ob->remove_statbonus ();
939 ob->remove (); 918 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 919 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 920 ob->arch->copy_to (ob);
942 ob->instantiate (); 921 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 922 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 923 ob->name = ob->name_pl = name;
945 ob->x = x; 924 ob->x = x;
946 ob->y = y; 925 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 926 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 927 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 928 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 929 ob->add_statbonus ();
951 } 930 }
952 while (!allowed_class (ob)); 931 while (!allowed_class (ob));
953 932
954 update_object (ob, UP_OBJ_FACE); 933 update_object (ob, UP_OBJ_FACE);
1029 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1030 return 1; 1009 return 1;
1031 1010
1032 next = op->below; 1011 next = op->below;
1033 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1034 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 1017 * destroyed */
1036 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1037 { 1019 {
1038 tmp = next; 1020 tmp = next;
1039 next = tmp->below; 1021 next = tmp->below;
1040 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1041 if (op->destroyed ()) 1029 if (op->destroyed ())
1042 return 0; 1030 return 0;
1043 1031
1044 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1045 continue; 1033 continue;
1046 1034
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1036 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1051 continue; 1039 continue;
1052 } 1040 }
1053 1041
1054 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1057 switch (op->contr->mode) 1045 switch (op->contr->mode)
1058 { 1046 {
1059 case 0: 1047 case 0:
1060 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1061 case 1: 1049 case 1:
1062 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1063 return 1; 1051 return 1;
1064 case 2: 1052 case 2:
1065 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1066 return 0; 1054 return 0;
1067 case 3: 1055 case 3:
1068 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1069 case 4: 1057 case 4:
1070 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1071 break; 1059 break;
1072 case 5: 1060 case 5:
1073 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1074 stop = 1; 1062 stop = 1;
1075 break; 1063 break;
1076 case 6: 1064 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1078 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1079 break; 1068 break;
1080 1069
1081 case 7: 1070 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1084 break; 1073 break;
1085 1074
1086 default: 1075 default:
1087 /* use value density */ 1076 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1091 } 1080 }
1092 } 1081 }
1093 else 1082 else
1094 { /* old model */ 1083 { /* old model */
1095 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1099 if (tmp->name != NULL) 1088 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 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)))); 1090 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1091 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1094
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1095 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1096 }
1108 1097
1109 /* philosophy: 1098 /* philosophy:
1150 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1154 { 1143 {
1155 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1156 continue; 1145 continue;
1157 } 1146 }
1158 1147
1159 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 { 1150 {
1162 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1163 continue; 1152 continue;
1164 } 1153 }
1165 1154
1166 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1168 { 1157 {
1169 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1170 continue; 1159 continue;
1171 } 1160 }
1172 1161
1173 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1176 { 1165 {
1177 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1178 continue; 1167 continue;
1179 } 1168 }
1180 1169
1181 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1183 { 1172 {
1184 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1185 continue; 1174 continue;
1186 } 1175 }
1187 1176
1188 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1179 {
1191 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1192 continue; 1181 continue;
1193 } 1182 }
1194 1183
1195 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 { 1187 {
1199 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1200 continue; 1189 continue;
1201 } 1190 }
1202 1191
1203 /* pick up all magical items */ 1192 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 { 1195 {
1207 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1208 continue; 1197 continue;
1209 } 1198 }
1210 1199
1211 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1212 { 1201 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1203 {
1215 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1216 continue; 1205 continue;
1217 } 1206 }
1218 } 1207 }
1219 1208
1220 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1223 { 1212 {
1224 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1225 continue; 1214 continue;
1226 } 1215 }
1227 1216
1228 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1231 { 1220 {
1232 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1233 continue; 1222 continue;
1234 } 1223 }
1235 1224
1236 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1239 { 1228 {
1240 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1241 continue; 1230 continue;
1242 } 1231 }
1243 1232
1244 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1246 { 1235 {
1247 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1248 continue; 1237 continue;
1249 } 1238 }
1250 1239
1251 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1254 { 1243 {
1255 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1256 continue; 1245 continue;
1257 } 1246 }
1258 1247
1259 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1261 { 1250 {
1262 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1263 continue; 1252 continue;
1264 } 1253 }
1265 1254
1266 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1268 { 1257 {
1269 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1270 continue; 1259 continue;
1271 } 1260 }
1272 1261
1273 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1275 { 1264 {
1276 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1277 continue; 1266 continue;
1278 } 1267 }
1279 1268
1280 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1282 { 1271 {
1283 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1284 continue; 1273 continue;
1285 } 1274 }
1286 1275
1287 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1289 { 1278 {
1290 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1291 continue; 1280 continue;
1292 } 1281 }
1293 1282
1294 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 { 1286 {
1298 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1299 continue; 1288 continue;
1300 } 1289 }
1301 1290
1302 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1293 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1295 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1298 {
1310 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1311 continue; 1300 continue;
1312 } 1301 }
1313 } 1302 }
1314 1303
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1305 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1307 {
1319 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1320 continue; 1309 continue;
1321 } 1310 }
1322 } 1311 }
1323 } 1312 }
1324 1313
1325 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1317 {
1329 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1330 continue; 1319 continue;
1331 } 1320 }
1332 1321
1333 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */ 1323 * pickups */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 { 1332 {
1344 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1345#if 0 1334#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1348 { 1337 {
1349 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1350 } 1339 }
1351 else 1340 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1341 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1342 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1343 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1344#endif
1356 continue; 1345 continue;
1357 } 1346 }
1372{ 1361{
1373 object *tmp = 0; 1362 object *tmp = 0;
1374 1363
1375 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1378 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1379 return op; 1368 return splay (op);
1380 1369
1381 return tmp; 1370 return tmp;
1382} 1371}
1383 1372
1384/* 1373/*
1427 else 1416 else
1428 { 1417 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1419 {
1431 attacktype = 1 << attacknum; 1420 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1422 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1423 {
1435 tmp = arrow; 1424 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1425 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1426 }
1438 } 1427 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1429 {
1441 tmp = arrow; 1430 tmp = arrow;
1679 1668
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1672
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1674 m->insert (arrow, sx, sy, op);
1686 1675
1687 if (!arrow->destroyed ()) 1676 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1677 move_arrow (arrow);
1689 1678
1767 1756
1768 if (item->type == WAND) 1757 if (item->type == WAND)
1769 { 1758 {
1770 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1771 { 1760 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1763
1775 return; 1764 return;
1776 } 1765 }
1777 } 1766 }
1778 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1779 { 1768 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 { 1770 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1771 op->contr->play_sound (sound_find ("wand_poof"));
1783 1772
1784 if (item->type == ROD) 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1775 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 object *tmp; 1789 object *tmp;
1801 1790
1802 if (item->arch) 1791 if (item->arch)
1803 { 1792 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1806 item->set_speed (0); 1795 item->set_speed (0);
1807 } 1796 }
1808 1797
1809 if ((tmp = item->in_player ())) 1798 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1976 /* If we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1977 if (key) 1966 if (key)
1978 { 1967 {
1979 object *container = key->env; 1968 object *container = key->env;
1980 1969
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
1984 make_visible (op); 1971 make_visible (op);
1985 1972
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1974 spring_trap (door->inv, op);
1988 1975
1989 if (door->type == DOOR) 1976 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1992 { 1979 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1982 }
1996 1983
1997 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2003 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2004 } 1991 }
2005 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2006 { 1993 {
2007 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1996 return 1;
2010 } 1997 }
2011 1998
2012 return 0; 1999 return 0;
2013} 2000}
2100 2087
2101 if (op->speed_left > 0.f) 2088 if (op->speed_left > 0.f)
2102 { 2089 {
2103 --op->speed_left; 2090 --op->speed_left;
2104 2091
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2092 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2107 2094
2108 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2096 make_visible (op);
2110 2097
2129 { 2116 {
2130 --op->speed_left; 2117 --op->speed_left;
2131 2118
2132 if (!op->contr->braced) 2119 if (!op->contr->braced)
2133 { 2120 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2136 } 2123 }
2137 else 2124 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2139 2126
2140 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2128 make_visible (op);
2142 2129
2143 return true; 2130 return true;
2282 return 0; 2269 return 0;
2283 2270
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2273 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2276
2290 if (op->contr) 2277 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count); 2278 esrv_del_item (op->contr, tmp->count);
2292 2279
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* 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 2300 * 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 2301 * function will descend into containers. op is the object to start the search
2315 * from. 2302 * from.
2316 */ 2303 */
2317void 2304static void
2318remove_unpaid_objects (object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2319{ 2306{
2320 while (op) 2307 while (op)
2321 { 2308 {
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323 2310
2327 esrv_del_item (env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2328 2315
2329 op->insert_at (env); 2316 op->insert_at (env);
2330 } 2317 }
2331 else if (op->inv) 2318 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env); 2319 drop_unpaid_items (op->inv, env);
2333 2320
2334 op = next; 2321 op = next;
2335 } 2322 }
2323}
2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2336} 2330}
2337 2331
2338/* 2332/*
2339 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2430 else
2437 { 2431 {
2438 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 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 } 2434 }
2483 2435
2484 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2460 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2510 } 2462 }
2511 2463
2464 if (op->stats.food > 0)
2465 {
2512 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2468 {
2517 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2470
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2520 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2521 op->stats.food--; 2478 op->stats.food--;
2479
2522 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2526 } 2485 }
2527 }
2528 2486
2529 if (max_hp > 1) 2487 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2488 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2535 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2507 }
2537 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2538 { 2516 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2540 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2542 }
2542 else 2543 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2545 }
2546 } 2546 }
2547 2547
2548 /* Digestion */ 2548 /* Digestion */
2549 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2550 { 2550 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = max (0, op->contr->digestion),
2552 penalty = max (0, -op->contr->digestion);
2552 2553
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 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 2555
2558 /* dms do not consume food */ 2556 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2558 op->stats.food--;
2561 } 2559 }
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2590 } 2588 }
2591 } 2589 }
2592 2590
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2594 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2595 2596
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2598 kill_player (op);
2598 } 2599 }
2599} 2600}
2604 * file. 2605 * file.
2605 */ 2606 */
2606void 2607void
2607kill_player (object *op) 2608kill_player (object *op)
2608{ 2609{
2610 int x, y;
2609 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2613 int will_kill_again;
2621 archetype *at; 2614 archetype *at;
2622 object *tmp; 2615 object *tmp;
2623 2616
2624 if (save_life (op)) 2617 if (save_life (op))
2625 return; 2618 return;
2626
2627 2619
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* 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. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2623 */
2647 { 2639 {
2648 tmp->destroy (); 2640 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2642 }
2651 2643
2652 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2647 op->stats.food = 999;
2656 2648
2657 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2651 {
2660 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2665 tmp->msg = buf; 2657 );
2666 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2669 } 2661 }
2670 2662
2677 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2678 2670
2679 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2680 2672
2681 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688 2675
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2690 2677
2691 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2692 x = op->x; 2679 x = op->x;
2693 y = op->y; 2680 y = op->y;
2694 map = op->map; 2681 map = op->map;
2857 { 2844 {
2858 tmp->destroy (); 2845 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2847 }
2861 2848
2862 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2863 2850
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2867 op->stats.food = 900; 2854 op->stats.food = 900;
2871 2858
2872 /* 2859 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2860 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2861 * and put them back in the map.
2875 */ 2862 */
2876 remove_unpaid_objects (op->inv, op); 2863 op->drop_unpaid_items ();
2877 2864
2878 /****************************************/ 2865 /****************************************/
2879 /* */ 2866 /* */
2880 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
3021void 3008void
3022make_visible (object *op) 3009make_visible (object *op)
3023{ 3010{
3024 op->hide = 0; 3011 op->hide = 0;
3025 op->invisible = 0; 3012 op->invisible = 0;
3013
3026 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3027 { 3015 {
3028 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3030 } 3018 }
3033} 3021}
3034 3022
3035int 3023int
3036is_true_undead (object *op) 3024is_true_undead (object *op)
3037{ 3025{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3027 return 1;
3040 3028
3041 return 0; 3029 return 0;
3042} 3030}
3043 3031
3044/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3034 * indicate greater hideability.
3047 */ 3035 */
3048
3049int 3036int
3050hideability (object *ob) 3037hideability (object *ob)
3051{ 3038{
3052 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3053 sint16 x, y; 3040 sint16 x, y;
3178 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3172 * 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. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3174 * -b.t.
3188 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3189 */ 3176 */
3190
3191int 3177int
3192player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3193{ 3179{
3194 rv_vector rv; 3180 rv_vector rv;
3195 int dx, dy; 3181 int dx, dy;
3207 3193
3208 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3209 3195
3210 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3197 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3213 * a blocked los square. 3199 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3215 */ 3201 */
3216 while (op) 3202 while (op)
3217 { 3203 {
3218 dx = rv.distance_x + op->arch->clone.x; 3204 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3205 dy = rv.distance_y + op->arch->y;
3220 3206
3221 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3209 * for any meaningful values.
3224 */ 3210 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3214 return 1;
3215
3229 op = op->more; 3216 op = op->more;
3230 } 3217 }
3218
3231 return 0; 3219 return 0;
3232} 3220}
3233 3221
3234/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3226 * return 0.
3239 */ 3227 */
3240int 3228int
3241action_makes_visible (object *op) 3229action_makes_visible (object *op)
3242{ 3230{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3232 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3234 return 0;
3248 3235
3254 { 3241 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1; 3243 return 1;
3257 } 3244 }
3258 } 3245 }
3246
3259 return 0; 3247 return 0;
3260} 3248}
3261 3249
3262/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3251 * 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 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3257 */
3270int 3258int
3271op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3272{ 3260{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3261 /* 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), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3268 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3270 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3275 {
3288 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3278 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3280 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3282 {
3297 if (x != NULL && y != NULL) 3283 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3299 return 1; 3286 return 1;
3300 } 3287 }
3301 } 3288 }
3302 } 3289 }
3290
3303 if (x != NULL && y != NULL) 3291 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3305 return 1; 3294 return 1;
3306 } 3295 }
3307 } 3296 }
3308 } 3297 }
3298
3309 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3310 return 0; 3300 return 0;
3311} 3301}
3312 3302
3313/* 3303/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3320 int i = 0, j = 0;
3331 3321
3332 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3331
3342 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3343 return; 3333 return;
3344 3334
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 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]); */ 3339 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3340 return;
3351 } 3341 }
3352 3342
3353 /* everything seems okay - now bring on the gift: */ 3343 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3344 item = tr->item;
3355 3345
3356 if (item->type == SPELL) 3346 if (item->type == SPELL)
3357 { 3347 {
3358 if (check_spell_known (who, item->name)) 3348 if (check_spell_known (who, item->name))
3359 return; 3349 return;
3418 { 3408 {
3419 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3410 object *skin;
3421 3411
3422 /* first get the dragon skin force */ 3412 /* 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) 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3414 ;
3426 3415
3427 if (!skin) 3416 if (!skin)
3428 return; 3417 return;
3429 3418
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3495 return 0;
3507 3496
3508 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3509} 3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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