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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.184 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors 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
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->race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
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->object::name); 225 assign (title, ob->arch->object::name);
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->archname == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->archname == 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 (); 326 ob->deactivate (); // change_Weapon activates, fix this better
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}
289
290void
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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 327}
326 328
327void 329void
328player::set_observe (object *op) 330player::set_observe (object *op)
329{ 331{
364 if (ob) 366 if (ob)
365 { 367 {
366 ob->destroy_inv (false); 368 ob->destroy_inv (false);
367 ob->destroy (); 369 ob->destroy ();
368 } 370 }
371
372 ob = observe = 0;
369} 373}
370 374
371player::~player () 375player::~player ()
372{ 376{
373 /* Clear item stack */ 377 /* Clear item stack */
400 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
401 */ 405 */
402archetype * 406archetype *
403get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
404{ 408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
406 416
407 for (;;) 417 for (;;)
408 { 418 {
409 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
410 i = archetypes.begin (); 420 i = archetypes.begin ();
424 unsigned lastdist; 434 unsigned lastdist;
425 rv_vector rv; 435 rv_vector rv;
426 436
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 438 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 440 continue;
458 441
459 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
460 { 443 {
655 638
656 return firstdir; 639 return firstdir;
657} 640}
658 641
659void 642void
660give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
661{ 644{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 645 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 647
667 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
668 { 649 {
669 next = op->below; 650 next = op->below;
670 651
671 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 659 * by this player due to race restrictions
679 */ 660 */
680 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
681 { 662 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
683 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 670 {
688 op->destroy (); 671 op->destroy ();
689 continue; 672 continue;
690 } 673 }
691 } 674 }
714 if (op->nrof > 1) 697 if (op->nrof > 1)
715 op->nrof = 1; 698 op->nrof = 1;
716 } 699 }
717 700
718 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 703
723 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 706 * merged properly.
726 */ 707 */
727 if (need_identify (op)) 708 if (need_identify (op))
728 { 709 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 713 }
714
733 if (op->type == SPELL) 715 if (op->type == SPELL)
734 { 716 {
735 op->destroy (); 717 op->destroy ();
736 continue; 718 continue;
737 } 719 }
739 { 721 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 723 op->stats.exp = 0;
742 op->level = 1; 724 op->level = 1;
743 } 725 }
744 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
748 729
749 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
750 link_player_skills (pl); 731 link_player_skills (pl);
856static void 837static void
857start_info (object *op) 838start_info (object *op)
858{ 839{
859 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
860 841
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 844}
866 845
867/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1032 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1033 return 1; 1012 return 1;
1034 1013
1035 next = op->below; 1014 next = op->below;
1036 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1037 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 1020 * destroyed */
1039 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1040 { 1022 {
1041 tmp = next; 1023 tmp = next;
1042 next = tmp->below; 1024 next = tmp->below;
1043 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1044 if (op->destroyed ()) 1032 if (op->destroyed ())
1045 return 0; 1033 return 0;
1046 1034
1047 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1048 continue; 1036 continue;
1049 1037
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 1039 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1054 continue; 1042 continue;
1055 } 1043 }
1056 1044
1057 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1058 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1060 switch (op->contr->mode) 1048 switch (op->contr->mode)
1061 { 1049 {
1062 case 0: 1050 case 0:
1063 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1064 case 1: 1052 case 1:
1065 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1066 return 1; 1054 return 1;
1067 case 2: 1055 case 2:
1068 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1069 return 0; 1057 return 0;
1070 case 3: 1058 case 3:
1071 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1072 case 4: 1060 case 4:
1073 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1074 break; 1062 break;
1075 case 5: 1063 case 5:
1076 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1077 stop = 1; 1065 stop = 1;
1078 break; 1066 break;
1079 case 6: 1067 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1081 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1082 break; 1071 break;
1083 1072
1084 case 7: 1073 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1087 break; 1076 break;
1088 1077
1089 default: 1078 default:
1090 /* use value density */ 1079 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1094 } 1083 }
1095 } 1084 }
1096 else 1085 else
1097 { /* old model */ 1086 { /* old model */
1098 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1153 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1157 { 1146 {
1158 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1159 continue; 1148 continue;
1160 } 1149 }
1161 1150
1162 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 { 1153 {
1165 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1166 continue; 1155 continue;
1167 } 1156 }
1168 1157
1169 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1171 { 1160 {
1172 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1173 continue; 1162 continue;
1174 } 1163 }
1175 1164
1176 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1179 { 1168 {
1180 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1181 continue; 1170 continue;
1182 } 1171 }
1183 1172
1184 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1186 { 1175 {
1187 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1188 continue; 1177 continue;
1189 } 1178 }
1190 1179
1191 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1182 {
1194 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1195 continue; 1184 continue;
1196 } 1185 }
1197 1186
1198 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 { 1190 {
1202 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1203 continue; 1192 continue;
1204 } 1193 }
1205 1194
1206 /* pick up all magical items */ 1195 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 { 1198 {
1210 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1211 continue; 1200 continue;
1212 } 1201 }
1213 1202
1214 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1215 { 1204 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1217 { 1206 {
1218 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1219 continue; 1208 continue;
1220 } 1209 }
1221 } 1210 }
1222 1211
1223 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1226 { 1215 {
1227 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1228 continue; 1217 continue;
1229 } 1218 }
1230 1219
1231 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1234 { 1223 {
1235 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1236 continue; 1225 continue;
1237 } 1226 }
1238 1227
1239 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1242 { 1231 {
1243 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1244 continue; 1233 continue;
1245 } 1234 }
1246 1235
1247 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1249 { 1238 {
1250 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1251 continue; 1240 continue;
1252 } 1241 }
1253 1242
1254 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1257 { 1246 {
1258 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1259 continue; 1248 continue;
1260 } 1249 }
1261 1250
1262 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1264 { 1253 {
1265 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1266 continue; 1255 continue;
1267 } 1256 }
1268 1257
1269 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1271 { 1260 {
1272 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1273 continue; 1262 continue;
1274 } 1263 }
1275 1264
1276 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1278 { 1267 {
1279 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1280 continue; 1269 continue;
1281 } 1270 }
1282 1271
1283 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1285 { 1274 {
1286 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1287 continue; 1276 continue;
1288 } 1277 }
1289 1278
1290 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1292 { 1281 {
1293 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1294 continue; 1283 continue;
1295 } 1284 }
1296 1285
1297 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 { 1289 {
1301 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1302 continue; 1291 continue;
1303 } 1292 }
1304 1293
1305 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1308 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1309 { 1298 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 { 1301 {
1313 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1314 continue; 1303 continue;
1315 } 1304 }
1316 } 1305 }
1317 1306
1318 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1319 { 1308 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 { 1310 {
1322 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1323 continue; 1312 continue;
1324 } 1313 }
1325 } 1314 }
1326 } 1315 }
1327 1316
1328 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 { 1320 {
1332 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1333 continue; 1322 continue;
1334 } 1323 }
1335 1324
1336 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */ 1326 * pickups */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 { 1335 {
1347 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1348#if 0 1337#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1351 { 1340 {
1352 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1371 * found object is returned. 1360 * found object is returned.
1372 */ 1361 */
1373object * 1362object *
1374find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1375{ 1364{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1382 return op; 1374 return arrow;
1375 }
1383 1376
1384 return tmp; 1377 return 0;
1385} 1378}
1386 1379
1387/* 1380/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1682 1675
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1679
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1689 1682
1690 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1684 move_arrow (arrow);
1692 1685
1770 1763
1771 if (item->type == WAND) 1764 if (item->type == WAND)
1772 { 1765 {
1773 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
1774 { 1767 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1770
1778 return; 1771 return;
1779 } 1772 }
1780 } 1773 }
1781 else if (item->type == ROD || item->type == HORN) 1774 else if (item->type == ROD || item->type == HORN)
1782 { 1775 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 { 1777 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 op->contr->play_sound (sound_find ("wand_poof"));
1786 1779
1787 if (item->type == ROD) 1780 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1782 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1979 /* If we found a key, do some extra work */ 1972 /* If we found a key, do some extra work */
1980 if (key) 1973 if (key)
1981 { 1974 {
1982 object *container = key->env; 1975 object *container = key->env;
1983 1976
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1977 if (action_makes_visible (op))
1987 make_visible (op); 1978 make_visible (op);
1988 1979
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1991 1982
1992 if (door->type == DOOR) 1983 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
1995 { 1986 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1989 }
1999 1990
2000 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2006 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
2007 } 1998 }
2008 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2009 { 2000 {
2010 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 2003 return 1;
2013 } 2004 }
2014 2005
2015 return 0; 2006 return 0;
2016} 2007}
2103 2094
2104 if (op->speed_left > 0.f) 2095 if (op->speed_left > 0.f)
2105 { 2096 {
2106 --op->speed_left; 2097 --op->speed_left;
2107 2098
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2100 push_ob (mon, dir, op);
2110 2101
2111 if (op->contr->tmp_invis || op->hide) 2102 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op); 2103 make_visible (op);
2113 2104
2132 { 2123 {
2133 --op->speed_left; 2124 --op->speed_left;
2134 2125
2135 if (!op->contr->braced) 2126 if (!op->contr->braced)
2136 { 2127 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2139 } 2130 }
2140 else 2131 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2132 op->statusmsg ("You withhold your attack");
2142 2133
2143 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2135 make_visible (op);
2145 2136
2146 return true; 2137 return true;
2190bool 2181bool
2191move_player (object *op, int dir) 2182move_player (object *op, int dir)
2192{ 2183{
2193 int pick; 2184 int pick;
2194 2185
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2186 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2187 return 0;
2197 2188
2198 /* Sanity check: make sure dir is valid */ 2189 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2190 if ((dir < 0) || (dir >= 9))
2200 { 2191 {
2285 return 0; 2276 return 0;
2286 2277
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2278 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2280 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2281 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2282 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2283
2293 if (op->contr) 2284 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count); 2285 esrv_del_item (op->contr, tmp->count);
2295 2286
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2306/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2307 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2308 * function will descend into containers. op is the object to start the search
2318 * from. 2309 * from.
2319 */ 2310 */
2320void 2311static void
2321remove_unpaid_objects (object *op, object *env) 2312drop_unpaid_items (object *op, object *env)
2322{ 2313{
2323 while (op) 2314 while (op)
2324 { 2315 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2316 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326 2317
2330 esrv_del_item (env->contr, op->count); 2321 esrv_del_item (env->contr, op->count);
2331 2322
2332 op->insert_at (env); 2323 op->insert_at (env);
2333 } 2324 }
2334 else if (op->inv) 2325 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env); 2326 drop_unpaid_items (op->inv, env);
2336 2327
2337 op = next; 2328 op = next;
2338 } 2329 }
2330}
2331
2332void
2333object::drop_unpaid_items ()
2334{
2335 if (!flag [FLAG_REMOVED])
2336 ::drop_unpaid_items (inv, this);
2339} 2337}
2340 2338
2341/* 2339/*
2342 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2437 else
2440 { 2438 {
2441 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2441 }
2486 2442
2487 /* Regenerate Grace */ 2443 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2444 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2445 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2466 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2467 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2468 /* wearing stuff doesn't detract from grace generation. */
2513 } 2469 }
2514 2470
2471 if (op->stats.food > 0)
2472 {
2515 /* Regenerate Hit Points */ 2473 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2475 {
2520 op->stats.hp++; 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2477
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2478 if (op->stats.sp < op->stats.maxsp)
2523 { 2479 {
2480 op->stats.sp++;
2481
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2524 op->stats.food--; 2485 op->stats.food--;
2486
2525 if (op->contr->digestion < 0) 2487 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2490 op->stats.food = last_food;
2491 }
2529 } 2492 }
2530 }
2531 2493
2532 if (max_hp > 1) 2494 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2495 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509
2538 op->last_heal = 0; 2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2514 }
2540 else 2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2541 { 2523 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2524 op->stats.hp++;
2525
2526 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530
2531 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food;
2535 }
2543 } 2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2549 }
2545 else 2550 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2552 }
2549 } 2553 }
2550 2554
2551 /* Digestion */ 2555 /* Digestion */
2552 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2553 { 2557 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2558 int bonus = max (0, op->contr->digestion),
2559 penalty = max (0, -op->contr->digestion);
2555 2560
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2562
2561 /* dms do not consume food */ 2563 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2565 op->stats.food--;
2564 } 2566 }
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2593 } 2595 }
2594 } 2596 }
2595 2597
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2598 if (op->stats.food < 0)
2597 op->stats.food++, op->stats.hp--; 2599 {
2600 op->stats.hp += op->stats.food;
2601 op->stats.food = 0;
2602 }
2598 2603
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2605 kill_player (op);
2601 } 2606 }
2602} 2607}
2607 * file. 2612 * file.
2608 */ 2613 */
2609void 2614void
2610kill_player (object *op) 2615kill_player (object *op)
2611{ 2616{
2617 int x, y;
2612 char buf[MAX_BUF]; 2618 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2619 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2620 int will_kill_again;
2624 archetype *at; 2621 archetype *at;
2625 object *tmp; 2622 object *tmp;
2626 2623
2627 if (save_life (op)) 2624 if (save_life (op))
2628 return; 2625 return;
2629
2630 2626
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2627 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2628 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2629 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2630 */
2650 { 2646 {
2651 tmp->destroy (); 2647 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2648 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2649 }
2654 2650
2655 cure_disease (op, 0); /* remove any disease */ 2651 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2652 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2653 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2654 op->stats.food = 999;
2659 2655
2660 /* create a bodypart-trophy to make the winner happy */ 2656 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2657 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2658 {
2663 sprintf (buf, "%s's finger", &op->name); 2659 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2660 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n" 2661 tmp->msg = format (
2666 " the %s, when he was defeated at\n level %d by %s.\n", 2662 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2663 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2668 tmp->msg = buf; 2664 );
2669 tmp->value = 0, tmp->type = 0; 2665 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2666 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2667 tmp->insert_at (op, tmp);
2672 } 2668 }
2673 2669
2680 INVOKE_PLAYER (DEATH, op->contr); 2676 INVOKE_PLAYER (DEATH, op->contr);
2681 2677
2682 command_kill_pets (op, 0); 2678 command_kill_pets (op, 0);
2683 2679
2684 if (op->stats.food < 0) 2680 if (op->stats.food < 0)
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation"); 2681 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691 2682
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2683 op->contr->play_sound (sound_find ("player_dies"));
2693 2684
2694 /* save the map location for corpse, gravestone */ 2685 /* save the map location for corpse, gravestone */
2695 x = op->x; 2686 x = op->x;
2696 y = op->y; 2687 y = op->y;
2697 map = op->map; 2688 map = op->map;
2860 { 2851 {
2861 tmp->destroy (); 2852 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2854 }
2864 2855
2865 cure_disease (op, 0); /* remove any disease */ 2856 cure_disease (op, 0, 0); /* remove any disease */
2866 2857
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2858 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2859 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100) 2860 if (op->stats.food < 100)
2870 op->stats.food = 900; 2861 op->stats.food = 900;
2874 2865
2875 /* 2866 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2867 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2868 * and put them back in the map.
2878 */ 2869 */
2879 remove_unpaid_objects (op->inv, op); 2870 op->drop_unpaid_items ();
2880 2871
2881 /****************************************/ 2872 /****************************************/
2882 /* */ 2873 /* */
2883 /* Move player to his current respawn- */ 2874 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2875 /* position (usually last savebed) */
2965void 2956void
2966fix_weight (void) 2957fix_weight (void)
2967{ 2958{
2968 for_all_players (pl) 2959 for_all_players (pl)
2969 { 2960 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2961 sint32 old = pl->ob->carrying;
2971 2962
2972 if (old == sum) 2963 pl->ob->update_weight ();
2973 continue; 2964
2965 if (old != pl->ob->carrying)
2966 {
2974 pl->ob->update_stats (); 2967 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2968 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2969 }
2976 } 2970 }
2977} 2971}
2978 2972
2979void 2973void
2980fix_luck (void) 2974fix_luck (void)
3024void 3018void
3025make_visible (object *op) 3019make_visible (object *op)
3026{ 3020{
3027 op->hide = 0; 3021 op->hide = 0;
3028 op->invisible = 0; 3022 op->invisible = 0;
3023
3029 if (op->type == PLAYER) 3024 if (op->type == PLAYER)
3030 { 3025 {
3031 op->contr->tmp_invis = 0; 3026 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3027 op->contr->invis_race = 0;
3033 } 3028 }
3046 3041
3047/* look at the surrounding terrain to determine 3042/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3043 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3044 * indicate greater hideability.
3050 */ 3045 */
3051
3052int 3046int
3053hideability (object *ob) 3047hideability (object *ob)
3054{ 3048{
3055 int i, level = 0, mflag; 3049 int i, level = 0, mflag;
3056 sint16 x, y; 3050 sint16 x, y;
3066 * as bad as carrying a light on a pitch dark map */ 3060 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 3061 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness)); 3062 level = -(10 + (2 * ob->map->darkness));
3069 3063
3070 /* scan through all nearby squares for terrain to hide in */ 3064 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3065 for (i = 0, x = ob->x, y = ob->y;
3066 i <= SIZEOFFREE1;
3067 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 3068 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3069 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 3070 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 3071 continue;
3077 } 3072
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3073 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 3074 level += 2;
3080 else /* open terrain! */ 3075 else /* open terrain! */
3081 level -= 1; 3076 level -= 1;
3082 } 3077 }
3181 * object op. This function works fine for monsters, 3176 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3177 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3178 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3179 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3180 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3181 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3182 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3183 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 3184 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3185 * -b.t.
3191 * This function is now map tiling safe. 3186 * This function is now map tiling safe.
3192 */ 3187 */
3193
3194int 3188int
3195player_can_view (object *pl, object *op) 3189player_can_view (object *pl, object *op)
3196{ 3190{
3197 rv_vector rv; 3191 rv_vector rv;
3198 int dx, dy; 3192 int dx, dy;
3210 3204
3211 get_rangevector (pl, op, &rv, 0x1); 3205 get_rangevector (pl, op, &rv, 0x1);
3212 3206
3213 /* starting with the 'head' part, lets loop 3207 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3208 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3209 * part that is in the los array but isn't on
3216 * a blocked los square. 3210 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3211 * we use the archetype to figure out offsets.
3218 */ 3212 */
3219 while (op) 3213 while (op)
3220 { 3214 {
3223 3217
3224 /* only the viewable area the player sees is updated by LOS 3218 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3219 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3220 * for any meaningful values.
3227 */ 3221 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3222 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3223 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3224 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3225 return 1;
3226
3232 op = op->more; 3227 op = op->more;
3233 } 3228 }
3229
3234 return 0; 3230 return 0;
3235} 3231}
3236 3232
3237/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3234 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3237 * return 0.
3242 */ 3238 */
3243int 3239int
3244action_makes_visible (object *op) 3240action_makes_visible (object *op)
3245{ 3241{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3242 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3243 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3244 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3245 return 0;
3251 3246
3257 { 3252 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3253 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1; 3254 return 1;
3260 } 3255 }
3261 } 3256 }
3257
3262 return 0; 3258 return 0;
3263} 3259}
3264 3260
3265/* op_on_battleground - checks if the given object op (usually 3261/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3262 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3267 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3268 */
3273int 3269int
3274op_on_battleground (object *op, int *x, int *y) 3270op_on_battleground (object *op, int *x, int *y)
3275{ 3271{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3272 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3273 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3274 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3275 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3276 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3277 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3278 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3279 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3280 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3281 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3282 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3283 && tmp->type == BATTLEGROUND
3284 && tmp->name == shstr_battleground
3285 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3286 {
3291 /*before we assign the exit, check if this is a teambattle */ 3287 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3288 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3289 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3290 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3291 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3292 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3293 {
3300 if (x != NULL && y != NULL) 3294 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3295 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3296
3302 return 1; 3297 return 1;
3303 } 3298 }
3304 } 3299 }
3305 } 3300 }
3301
3306 if (x != NULL && y != NULL) 3302 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3303 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3304
3308 return 1; 3305 return 1;
3309 } 3306 }
3310 } 3307 }
3311 } 3308 }
3309
3312 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3313 return 0; 3311 return 0;
3314} 3312}
3315 3313
3316/* 3314/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3331 int i = 0, j = 0;
3334 3332
3335 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3335 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3337 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3339 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3341 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3342
3345 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3346 return; 3344 return;
3347 3345
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3419 {
3422 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3421 object *skin;
3424 3422
3425 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3425 ;
3429 3426
3430 if (!skin) 3427 if (!skin)
3431 return; 3428 return;
3432 3429
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0; 3506 return 0;
3510 3507
3511 return 100 - blocked_los [x][y]; 3508 return 100 - blocked_los [x][y];
3512} 3509}
3510
3511void
3512player::infobox (const char *title, const char *msg, int color)
3513{
3514 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3515}
3516
3517void
3518player::statusmsg (const char *msg, int color)
3519{
3520 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3521}
3522
3523void
3524player::failmsg (const char *msg, int color)
3525{
3526 play_sound (sound_find ("generic_failure"));
3527 statusmsg (msg, color);
3528}
3529

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