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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 1.176 by root, Sun Dec 16 01:25:17 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 {
654} 633}
655 634
656void 635void
657give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
658{ 637{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 638 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 640
664 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
665 { 642 {
666 next = op->below; 643 next = op->below;
667 644
668 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
711 if (op->nrof > 1) 688 if (op->nrof > 1)
712 op->nrof = 1; 689 op->nrof = 1;
713 } 690 }
714 691
715 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 694
720 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
722 * merged properly. 697 * merged properly.
723 */ 698 */
907 if (*first_map_ext_path) 882 if (*first_map_ext_path)
908 { 883 {
909 object *tmp; 884 object *tmp;
910 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
911 886
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 888 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 889 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 890 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 891 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 892 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 911 int x = ob->x, y = ob->y;
937 912
938 ob->remove_statbonus (); 913 ob->remove_statbonus ();
939 ob->remove (); 914 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 915 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 916 ob->arch->copy_to (ob);
942 ob->instantiate (); 917 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 918 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 919 ob->name = ob->name_pl = name;
945 ob->x = x; 920 ob->x = x;
946 ob->y = y; 921 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 922 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 923 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 924 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 925 ob->add_statbonus ();
951 } 926 }
952 while (!allowed_class (ob)); 927 while (!allowed_class (ob));
953 928
954 update_object (ob, UP_OBJ_FACE); 929 update_object (ob, UP_OBJ_FACE);
1029 if (op->move_type & MOVE_FLYING) 1004 if (op->move_type & MOVE_FLYING)
1030 return 1; 1005 return 1;
1031 1006
1032 next = op->below; 1007 next = op->below;
1033 1008
1009 int cnt = MAX_ITEM_PER_DROP;
1010#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011
1034 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1035 * destroyed */ 1013 * destroyed */
1036 while (next && !next->destroyed ()) 1014 while (next && !next->destroyed ())
1037 { 1015 {
1038 tmp = next; 1016 tmp = next;
1039 next = tmp->below; 1017 next = tmp->below;
1040 1018
1019 if (cnt <= 0)
1020 {
1021 op->failmsg ("Couldn't pickup all items at once.");
1022 return 0;
1023 }
1024
1041 if (op->destroyed ()) 1025 if (op->destroyed ())
1042 return 0; 1026 return 0;
1043 1027
1044 if (!can_pick (op, tmp)) 1028 if (!can_pick (op, tmp))
1045 continue; 1029 continue;
1046 1030
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1031 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1032 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1033 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1051 continue; 1035 continue;
1052 } 1036 }
1053 1037
1054 /* high not bit set? We're using the old autopickup model */ 1038 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1039 if (!(op->contr->mode & PU_NEWMODE))
1057 switch (op->contr->mode) 1041 switch (op->contr->mode)
1058 { 1042 {
1059 case 0: 1043 case 0:
1060 return 1; /* don't pick up */ 1044 return 1; /* don't pick up */
1061 case 1: 1045 case 1:
1062 pick_up (op, tmp); 1046 CHK_PICK_PICKUP;
1063 return 1; 1047 return 1;
1064 case 2: 1048 case 2:
1065 pick_up (op, tmp); 1049 CHK_PICK_PICKUP;
1066 return 0; 1050 return 0;
1067 case 3: 1051 case 3:
1068 return 0; /* stop before pickup */ 1052 return 0; /* stop before pickup */
1069 case 4: 1053 case 4:
1070 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1071 break; 1055 break;
1072 case 5: 1056 case 5:
1073 pick_up (op, tmp); 1057 CHK_PICK_PICKUP;
1074 stop = 1; 1058 stop = 1;
1075 break; 1059 break;
1076 case 6: 1060 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1061 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1078 pick_up (op, tmp); 1062 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063 CHK_PICK_PICKUP;
1079 break; 1064 break;
1080 1065
1081 case 7: 1066 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM) 1067 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp); 1068 CHK_PICK_PICKUP;
1084 break; 1069 break;
1085 1070
1086 default: 1071 default:
1087 /* use value density */ 1072 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1073 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1074 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1091 } 1076 }
1092 } 1077 }
1093 else 1078 else
1094 { /* old model */ 1079 { /* old model */
1095 /* NEW pickup handling */ 1080 /* NEW pickup handling */
1099 if (tmp->name != NULL) 1084 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1085 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)))); 1086 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1087 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1088 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)))); 1089 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1090
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1091 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1092 }
1108 1093
1109 /* philosophy: 1094 /* philosophy:
1150 /* all food and drink if desired */ 1135 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */ 1136 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD) 1137 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD) 1138 if (tmp->type == FOOD)
1154 { 1139 {
1155 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1156 continue; 1141 continue;
1157 } 1142 }
1158 1143
1159 if (op->contr->mode & PU_DRINK) 1144 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1145 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 { 1146 {
1162 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1163 continue; 1148 continue;
1164 } 1149 }
1165 1150
1166 if (op->contr->mode & PU_POTION) 1151 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION) 1152 if (tmp->type == POTION)
1168 { 1153 {
1169 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1170 continue; 1155 continue;
1171 } 1156 }
1172 1157
1173 /* spellbooks, skillscrolls and normal books/scrolls */ 1158 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK) 1159 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK) 1160 if (tmp->type == SPELLBOOK)
1176 { 1161 {
1177 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1178 continue; 1163 continue;
1179 } 1164 }
1180 1165
1181 if (op->contr->mode & PU_SKILLSCROLL) 1166 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL) 1167 if (tmp->type == SKILLSCROLL)
1183 { 1168 {
1184 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1185 continue; 1170 continue;
1186 } 1171 }
1187 1172
1188 if (op->contr->mode & PU_READABLES) 1173 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1174 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1175 {
1191 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1192 continue; 1177 continue;
1193 } 1178 }
1194 1179
1195 /* wands/staves/rods/horns */ 1180 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE) 1181 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1182 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 { 1183 {
1199 pick_up (op, tmp); 1184 CHK_PICK_PICKUP;
1200 continue; 1185 continue;
1201 } 1186 }
1202 1187
1203 /* pick up all magical items */ 1188 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1189 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1190 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 { 1191 {
1207 pick_up (op, tmp); 1192 CHK_PICK_PICKUP;
1208 continue; 1193 continue;
1209 } 1194 }
1210 1195
1211 if (op->contr->mode & PU_VALUABLES) 1196 if (op->contr->mode & PU_VALUABLES)
1212 { 1197 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1198 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1199 {
1215 pick_up (op, tmp); 1200 CHK_PICK_PICKUP;
1216 continue; 1201 continue;
1217 } 1202 }
1218 } 1203 }
1219 1204
1220 /* rings & amulets - talismans seems to be typed AMULET */ 1205 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS) 1206 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1207 if (tmp->type == RING || tmp->type == AMULET)
1223 { 1208 {
1224 pick_up (op, tmp); 1209 CHK_PICK_PICKUP;
1225 continue; 1210 continue;
1226 } 1211 }
1227 1212
1228 /* we don't forget dragon food */ 1213 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH) 1214 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH) 1215 if (tmp->type == FLESH)
1231 { 1216 {
1232 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1233 continue; 1218 continue;
1234 } 1219 }
1235 1220
1236 /* bows and arrows. Bows are good for selling! */ 1221 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW) 1222 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW) 1223 if (tmp->type == BOW)
1239 { 1224 {
1240 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1241 continue; 1226 continue;
1242 } 1227 }
1243 1228
1244 if (op->contr->mode & PU_ARROW) 1229 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW) 1230 if (tmp->type == ARROW)
1246 { 1231 {
1247 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1248 continue; 1233 continue;
1249 } 1234 }
1250 1235
1251 /* all kinds of armor etc. */ 1236 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR) 1237 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR) 1238 if (tmp->type == ARMOUR)
1254 { 1239 {
1255 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1256 continue; 1241 continue;
1257 } 1242 }
1258 1243
1259 if (op->contr->mode & PU_HELMET) 1244 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET) 1245 if (tmp->type == HELMET)
1261 { 1246 {
1262 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1263 continue; 1248 continue;
1264 } 1249 }
1265 1250
1266 if (op->contr->mode & PU_SHIELD) 1251 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD) 1252 if (tmp->type == SHIELD)
1268 { 1253 {
1269 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1270 continue; 1255 continue;
1271 } 1256 }
1272 1257
1273 if (op->contr->mode & PU_BOOTS) 1258 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS) 1259 if (tmp->type == BOOTS)
1275 { 1260 {
1276 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1277 continue; 1262 continue;
1278 } 1263 }
1279 1264
1280 if (op->contr->mode & PU_GLOVES) 1265 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES) 1266 if (tmp->type == GLOVES)
1282 { 1267 {
1283 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1284 continue; 1269 continue;
1285 } 1270 }
1286 1271
1287 if (op->contr->mode & PU_CLOAK) 1272 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK) 1273 if (tmp->type == CLOAK)
1289 { 1274 {
1290 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1291 continue; 1276 continue;
1292 } 1277 }
1293 1278
1294 /* hoping to catch throwing daggers here */ 1279 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON) 1280 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1281 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 { 1282 {
1298 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1299 continue; 1284 continue;
1300 } 1285 }
1301 1286
1302 /* careful: chairs and tables are weapons! */ 1287 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1288 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1289 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1290 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1291 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1292 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1293 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1294 {
1310 pick_up (op, tmp); 1295 CHK_PICK_PICKUP;
1311 continue; 1296 continue;
1312 } 1297 }
1313 } 1298 }
1314 1299
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1300 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1301 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1302 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1303 {
1319 pick_up (op, tmp); 1304 CHK_PICK_PICKUP;
1320 continue; 1305 continue;
1321 } 1306 }
1322 } 1307 }
1323 } 1308 }
1324 1309
1325 /* misc stuff that's useful */ 1310 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1311 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1312 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1313 {
1329 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1330 continue; 1315 continue;
1331 } 1316 }
1332 1317
1333 /* any of the last 4 bits set means we use the ratio for value 1318 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */ 1319 * pickups */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits 1324 /* >=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 */ 1325 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5; 1326 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) 1327 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 { 1328 {
1344 pick_up (op, tmp); 1329 CHK_PICK_PICKUP;
1345#if 0 1330#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1331 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL) 1332 if (tmp->name != NULL)
1348 { 1333 {
1349 fprintf (stderr, "%s", tmp->name); 1334 fprintf (stderr, "%s", tmp->name);
1350 } 1335 }
1351 else 1336 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1337 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1338 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1339 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1340#endif
1356 continue; 1341 continue;
1357 } 1342 }
1372{ 1357{
1373 object *tmp = 0; 1358 object *tmp = 0;
1374 1359
1375 for (op = op->inv; op; op = op->below) 1360 for (op = op->inv; op; op = op->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1361 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type); 1362 tmp = find_arrow (splay (op), type);
1378 else if (op->type == ARROW && op->race == type) 1363 else if (op->type == ARROW && op->race == type)
1379 return op; 1364 return splay (op);
1380 1365
1381 return tmp; 1366 return tmp;
1382} 1367}
1383 1368
1384/* 1369/*
1427 else 1412 else
1428 { 1413 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1414 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1415 {
1431 attacktype = 1 << attacknum; 1416 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1417 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1418 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1419 {
1435 tmp = arrow; 1420 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1421 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1422 }
1438 } 1423 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1424 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1425 {
1441 tmp = arrow; 1426 tmp = arrow;
1679 1664
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1665 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1666 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1667 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1668
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1669 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1670 m->insert (arrow, sx, sy, op);
1686 1671
1687 if (!arrow->destroyed ()) 1672 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1673 move_arrow (arrow);
1689 1674
1767 1752
1768 if (item->type == WAND) 1753 if (item->type == WAND)
1769 { 1754 {
1770 if (item->stats.food <= 0) 1755 if (item->stats.food <= 0)
1771 { 1756 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1757 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)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1759
1775 return; 1760 return;
1776 } 1761 }
1777 } 1762 }
1778 else if (item->type == ROD || item->type == HORN) 1763 else if (item->type == ROD || item->type == HORN)
1779 { 1764 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1765 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 { 1766 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 op->contr->play_sound (sound_find ("wand_poof"));
1783 1768
1784 if (item->type == ROD) 1769 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)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1771 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 object *tmp; 1785 object *tmp;
1801 1786
1802 if (item->arch) 1787 if (item->arch)
1803 { 1788 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1789 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1790 item->face = item->arch->face;
1806 item->set_speed (0); 1791 item->set_speed (0);
1807 } 1792 }
1808 1793
1809 if ((tmp = item->in_player ())) 1794 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1795 esrv_update_item (UPD_ANIM, tmp, item);
1976 /* If we found a key, do some extra work */ 1961 /* If we found a key, do some extra work */
1977 if (key) 1962 if (key)
1978 { 1963 {
1979 object *container = key->env; 1964 object *container = key->env;
1980 1965
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1984 make_visible (op); 1967 make_visible (op);
1985 1968
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1988 1971
1989 if (door->type == DOOR) 1972 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
1992 { 1975 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1978 }
1996 1979
1997 /* Do this after we print the message */ 1980 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2003 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2004 } 1987 }
2005 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2006 { 1989 {
2007 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1992 return 1;
2010 } 1993 }
2011 1994
2012 return 0; 1995 return 0;
2013} 1996}
2100 2083
2101 if (op->speed_left > 0.f) 2084 if (op->speed_left > 0.f)
2102 { 2085 {
2103 --op->speed_left; 2086 --op->speed_left;
2104 2087
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2107 2090
2108 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2092 make_visible (op);
2110 2093
2129 { 2112 {
2130 --op->speed_left; 2113 --op->speed_left;
2131 2114
2132 if (!op->contr->braced) 2115 if (!op->contr->braced)
2133 { 2116 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2136 } 2119 }
2137 else 2120 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2121 op->statusmsg ("You withhold your attack");
2139 2122
2140 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2124 make_visible (op);
2142 2125
2143 return true; 2126 return true;
2282 return 0; 2265 return 0;
2283 2266
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2269 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 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)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289 2272
2290 if (op->contr) 2273 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count); 2274 esrv_del_item (op->contr, tmp->count);
2292 2275
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2295/* 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 2296 * 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 2297 * function will descend into containers. op is the object to start the search
2315 * from. 2298 * from.
2316 */ 2299 */
2317void 2300static void
2318remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2319{ 2302{
2320 while (op) 2303 while (op)
2321 { 2304 {
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323 2306
2327 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2328 2311
2329 op->insert_at (env); 2312 op->insert_at (env);
2330 } 2313 }
2331 else if (op->inv) 2314 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2333 2316
2334 op = next; 2317 op = next;
2335 } 2318 }
2319}
2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2336} 2326}
2337 2327
2338/* 2328/*
2339 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2426 else
2437 { 2427 {
2438 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 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 } 2430 }
2483 2431
2484 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2456 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2510 } 2458 }
2511 2459
2460 if (op->stats.food > 0)
2461 {
2512 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2464 {
2517 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2466
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2520 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2521 op->stats.food--; 2474 op->stats.food--;
2475
2522 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2526 } 2481 }
2527 }
2528 2482
2529 if (max_hp > 1) 2483 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2484 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2535 op->last_heal = 0; 2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2503 }
2537 else 2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2538 { 2512 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2540 } 2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2538 }
2542 else 2539 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2541 }
2546 } 2542 }
2547 2543
2548 /* Digestion */ 2544 /* Digestion */
2549 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2550 { 2546 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2547 int bonus = max (0, op->contr->digestion),
2548 penalty = max (0, -op->contr->digestion);
2552 2549
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2550 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 2551
2558 /* dms do not consume food */ 2552 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2554 op->stats.food--;
2561 } 2555 }
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2590 } 2584 }
2591 } 2585 }
2592 2586
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2587 if (op->stats.food < 0)
2594 op->stats.food++, op->stats.hp--; 2588 {
2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2595 2592
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2594 kill_player (op);
2598 } 2595 }
2599} 2596}
2604 * file. 2601 * file.
2605 */ 2602 */
2606void 2603void
2607kill_player (object *op) 2604kill_player (object *op)
2608{ 2605{
2606 int x, y;
2609 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2608 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; 2609 int will_kill_again;
2621 archetype *at; 2610 archetype *at;
2622 object *tmp; 2611 object *tmp;
2623 2612
2624 if (save_life (op)) 2613 if (save_life (op))
2625 return; 2614 return;
2626
2627 2615
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* 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. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2619 */
2647 { 2635 {
2648 tmp->destroy (); 2636 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2638 }
2651 2639
2652 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2643 op->stats.food = 999;
2656 2644
2657 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2647 {
2660 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2651 "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); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2665 tmp->msg = buf; 2653 );
2666 tmp->value = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2655 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2669 } 2657 }
2670 2658
2677 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2678 2666
2679 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2680 2668
2681 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688 2671
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2672 op->contr->play_sound (sound_find ("player_dies"));
2690 2673
2691 /* save the map location for corpse, gravestone */ 2674 /* save the map location for corpse, gravestone */
2692 x = op->x; 2675 x = op->x;
2693 y = op->y; 2676 y = op->y;
2694 map = op->map; 2677 map = op->map;
2857 { 2840 {
2858 tmp->destroy (); 2841 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2843 }
2861 2844
2862 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
2863 2846
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
2867 op->stats.food = 900; 2850 op->stats.food = 900;
2871 2854
2872 /* 2855 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2856 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2857 * and put them back in the map.
2875 */ 2858 */
2876 remove_unpaid_objects (op->inv, op); 2859 op->drop_unpaid_items ();
2877 2860
2878 /****************************************/ 2861 /****************************************/
2879 /* */ 2862 /* */
2880 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
3021void 3004void
3022make_visible (object *op) 3005make_visible (object *op)
3023{ 3006{
3024 op->hide = 0; 3007 op->hide = 0;
3025 op->invisible = 0; 3008 op->invisible = 0;
3009
3026 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3027 { 3011 {
3028 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3030 } 3014 }
3033} 3017}
3034 3018
3035int 3019int
3036is_true_undead (object *op) 3020is_true_undead (object *op)
3037{ 3021{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3023 return 1;
3040 3024
3041 return 0; 3025 return 0;
3042} 3026}
3043 3027
3044/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3030 * indicate greater hideability.
3047 */ 3031 */
3048
3049int 3032int
3050hideability (object *ob) 3033hideability (object *ob)
3051{ 3034{
3052 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3053 sint16 x, y; 3036 sint16 x, y;
3178 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3168 * 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. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3170 * -b.t.
3188 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3189 */ 3172 */
3190
3191int 3173int
3192player_can_view (object *pl, object *op) 3174player_can_view (object *pl, object *op)
3193{ 3175{
3194 rv_vector rv; 3176 rv_vector rv;
3195 int dx, dy; 3177 int dx, dy;
3207 3189
3208 get_rangevector (pl, op, &rv, 0x1); 3190 get_rangevector (pl, op, &rv, 0x1);
3209 3191
3210 /* starting with the 'head' part, lets loop 3192 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3193 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3194 * part that is in the los array but isn't on
3213 * a blocked los square. 3195 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3196 * we use the archetype to figure out offsets.
3215 */ 3197 */
3216 while (op) 3198 while (op)
3217 { 3199 {
3218 dx = rv.distance_x + op->arch->clone.x; 3200 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3201 dy = rv.distance_y + op->arch->y;
3220 3202
3221 /* only the viewable area the player sees is updated by LOS 3203 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3204 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3205 * for any meaningful values.
3224 */ 3206 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3210 return 1;
3211
3229 op = op->more; 3212 op = op->more;
3230 } 3213 }
3214
3231 return 0; 3215 return 0;
3232} 3216}
3233 3217
3234/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3222 * return 0.
3239 */ 3223 */
3240int 3224int
3241action_makes_visible (object *op) 3225action_makes_visible (object *op)
3242{ 3226{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3228 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3230 return 0;
3248 3231
3254 { 3237 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1; 3239 return 1;
3257 } 3240 }
3258 } 3241 }
3242
3259 return 0; 3243 return 0;
3260} 3244}
3261 3245
3262/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3247 * 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 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3253 */
3270int 3254int
3271op_on_battleground (object *op, int *x, int *y) 3255op_on_battleground (object *op, int *x, int *y)
3272{ 3256{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3257 /* 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), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3264 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3266 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3268 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3271 {
3288 /*before we assign the exit, check if this is a teambattle */ 3272 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3274 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3276 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3278 {
3297 if (x != NULL && y != NULL) 3279 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3299 return 1; 3282 return 1;
3300 } 3283 }
3301 } 3284 }
3302 } 3285 }
3286
3303 if (x != NULL && y != NULL) 3287 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3305 return 1; 3290 return 1;
3306 } 3291 }
3307 } 3292 }
3308 } 3293 }
3294
3309 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3310 return 0; 3296 return 0;
3311} 3297}
3312 3298
3313/* 3299/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3316 int i = 0, j = 0;
3331 3317
3332 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3327
3342 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3343 return; 3329 return;
3344 3330
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3331 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]); */ 3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3336 return;
3351 } 3337 }
3352 3338
3353 /* everything seems okay - now bring on the gift: */ 3339 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3340 item = tr->item;
3355 3341
3356 if (item->type == SPELL) 3342 if (item->type == SPELL)
3357 { 3343 {
3358 if (check_spell_known (who, item->name)) 3344 if (check_spell_known (who, item->name))
3359 return; 3345 return;
3418 { 3404 {
3419 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3406 object *skin;
3421 3407
3422 /* first get the dragon skin force */ 3408 /* 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) 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3410 ;
3426 3411
3427 if (!skin) 3412 if (!skin)
3428 return; 3413 return;
3429 3414
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3491 return 0;
3507 3492
3508 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3509} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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