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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.188 by root, Tue Apr 22 02:46:18 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 (©) 2005,2006,2007,2008 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 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
183 183
184 if (ob->map) 184 if (ob->map)
185 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186 186
187 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 189 ob->map = 0;
189 party = 0; 190 party = 0;
190 191
191 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
192 193
214 215
215 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 218 ob->race = ob->arch->race;
218 219
219 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
220 link_player_skills (ob); 221 link_player_skills (ob);
221 222
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 224
224 assign (title, ob->arch->object::name); 225 assign (title, ob->arch->object::name);
226 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
228 { 229 {
229 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
230 231
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 235 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 237 skin = tmp;
240 238
241 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
242 } 240 }
243 241
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 243
246 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 */
247 300
248 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
251 304
268 combat_ob = op; 321 combat_ob = op;
269 break; 322 break;
270 } 323 }
271 324
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 326 ob->deactivate (); // change_Weapon activates, fix this better
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 327}
325 328
326void 329void
327player::set_observe (object *op) 330player::set_observe (object *op)
328{ 331{
401 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
402 */ 405 */
403archetype * 406archetype *
404get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
405{ 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
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
407 416
408 for (;;) 417 for (;;)
409 { 418 {
410 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
411 i = archetypes.begin (); 420 i = archetypes.begin ();
425 unsigned lastdist; 434 unsigned lastdist;
426 rv_vector rv; 435 rv_vector rv;
427 436
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 438 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 440 continue;
459 441
460 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
461 { 443 {
656 638
657 return firstdir; 639 return firstdir;
658} 640}
659 641
660void 642void
661give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
662{ 644{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 645 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 647
668 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
669 { 649 {
670 next = op->below; 650 next = op->below;
671 651
672 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
673 * 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
678 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 659 * by this player due to race restrictions
680 */ 660 */
681 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
682 { 662 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
684 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
687 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))
688 { 670 {
689 op->destroy (); 671 op->destroy ();
690 continue; 672 continue;
691 } 673 }
692 } 674 }
715 if (op->nrof > 1) 697 if (op->nrof > 1)
716 op->nrof = 1; 698 op->nrof = 1;
717 } 699 }
718 700
719 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 703
724 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
725 * 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
726 * merged properly. 706 * merged properly.
727 */ 707 */
728 if (need_identify (op)) 708 if (need_identify (op))
729 { 709 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 713 }
714
734 if (op->type == SPELL) 715 if (op->type == SPELL)
735 { 716 {
736 op->destroy (); 717 op->destroy ();
737 continue; 718 continue;
738 } 719 }
740 { 721 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 723 op->stats.exp = 0;
743 op->level = 1; 724 op->level = 1;
744 } 725 }
745 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
749 729
750 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
751 link_player_skills (pl); 731 link_player_skills (pl);
857static void 837static void
858start_info (object *op) 838start_info (object *op)
859{ 839{
860 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
861 841
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 844}
867 845
868/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1033 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1034 return 1; 1012 return 1;
1035 1013
1036 next = op->below; 1014 next = op->below;
1037 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1038 /* 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
1039 * destroyed */ 1020 * destroyed */
1040 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1041 { 1022 {
1042 tmp = next; 1023 tmp = next;
1043 next = tmp->below; 1024 next = tmp->below;
1044 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1045 if (op->destroyed ()) 1032 if (op->destroyed ())
1046 return 0; 1033 return 0;
1047 1034
1048 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1049 continue; 1036 continue;
1050 1037
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1039 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1055 continue; 1042 continue;
1056 } 1043 }
1057 1044
1058 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1048 switch (op->contr->mode)
1062 { 1049 {
1063 case 0: 1050 case 0:
1064 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1065 case 1: 1052 case 1:
1066 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1067 return 1; 1054 return 1;
1068 case 2: 1055 case 2:
1069 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1070 return 0; 1057 return 0;
1071 case 3: 1058 case 3:
1072 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1073 case 4: 1060 case 4:
1074 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1075 break; 1062 break;
1076 case 5: 1063 case 5:
1077 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1078 stop = 1; 1065 stop = 1;
1079 break; 1066 break;
1080 case 6: 1067 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1083 break; 1071 break;
1084 1072
1085 case 7: 1073 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1088 break; 1076 break;
1089 1077
1090 default: 1078 default:
1091 /* use value density */ 1079 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (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)
1094 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1095 } 1083 }
1096 } 1084 }
1097 else 1085 else
1098 { /* old model */ 1086 { /* old model */
1099 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1154 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1158 { 1146 {
1159 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1160 continue; 1148 continue;
1161 } 1149 }
1162 1150
1163 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1164 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)))
1165 { 1153 {
1166 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1167 continue; 1155 continue;
1168 } 1156 }
1169 1157
1170 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1172 { 1160 {
1173 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1174 continue; 1162 continue;
1175 } 1163 }
1176 1164
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1180 { 1168 {
1181 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1182 continue; 1170 continue;
1183 } 1171 }
1184 1172
1185 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1187 { 1175 {
1188 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1189 continue; 1177 continue;
1190 } 1178 }
1191 1179
1192 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1182 {
1195 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1196 continue; 1184 continue;
1197 } 1185 }
1198 1186
1199 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1190 {
1203 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1204 continue; 1192 continue;
1205 } 1193 }
1206 1194
1207 /* pick up all magical items */ 1195 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1209 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))
1210 { 1198 {
1211 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1212 continue; 1200 continue;
1213 } 1201 }
1214 1202
1215 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1216 { 1204 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1206 {
1219 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1220 continue; 1208 continue;
1221 } 1209 }
1222 } 1210 }
1223 1211
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1215 {
1228 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1229 continue; 1217 continue;
1230 } 1218 }
1231 1219
1232 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1235 { 1223 {
1236 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1237 continue; 1225 continue;
1238 } 1226 }
1239 1227
1240 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1243 { 1231 {
1244 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1245 continue; 1233 continue;
1246 } 1234 }
1247 1235
1248 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1250 { 1238 {
1251 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1252 continue; 1240 continue;
1253 } 1241 }
1254 1242
1255 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1258 { 1246 {
1259 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1260 continue; 1248 continue;
1261 } 1249 }
1262 1250
1263 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1265 { 1253 {
1266 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1267 continue; 1255 continue;
1268 } 1256 }
1269 1257
1270 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1272 { 1260 {
1273 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1274 continue; 1262 continue;
1275 } 1263 }
1276 1264
1277 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1279 { 1267 {
1280 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1281 continue; 1269 continue;
1282 } 1270 }
1283 1271
1284 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1286 { 1274 {
1287 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1288 continue; 1276 continue;
1289 } 1277 }
1290 1278
1291 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1293 { 1281 {
1294 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1295 continue; 1283 continue;
1296 } 1284 }
1297 1285
1298 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1289 {
1302 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1303 continue; 1291 continue;
1304 } 1292 }
1305 1293
1306 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1298 {
1311 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 &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1301 {
1314 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1315 continue; 1303 continue;
1316 } 1304 }
1317 } 1305 }
1318 1306
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1308 {
1321 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)
1322 { 1310 {
1323 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1324 continue; 1312 continue;
1325 } 1313 }
1326 } 1314 }
1327 } 1315 }
1328 1316
1329 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1320 {
1333 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1334 continue; 1322 continue;
1335 } 1323 }
1336 1324
1337 /* 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
1338 * pickups */ 1326 * pickups */
1343 /* >=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
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 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)
1347 { 1335 {
1348 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1349#if 0 1337#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1352 { 1340 {
1353 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1372 * found object is returned. 1360 * found object is returned.
1373 */ 1361 */
1374object * 1362object *
1375find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1376{ 1364{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 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);
1383 return op; 1374 return arrow;
1375 }
1384 1376
1385 return tmp; 1377 return 0;
1386} 1378}
1387 1379
1388/* 1380/*
1389 * 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
1390 * 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
1611 arrow->destroy (); 1603 arrow->destroy ();
1612 return 0; 1604 return 0;
1613 } 1605 }
1614 1606
1615 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1617 if (!arrow) 1609 if (!arrow)
1618 { 1610 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1612 return 0;
1621 } 1613 }
1683 1675
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1679
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1690 1682
1691 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1684 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1685
1702 return 1; 1686 return 1;
1703} 1687}
1704 1688
1705/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1771 1755
1772 if (item->type == WAND) 1756 if (item->type == WAND)
1773 { 1757 {
1774 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1775 { 1759 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778 1762
1779 return; 1763 return;
1780 } 1764 }
1781 } 1765 }
1782 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1783 { 1767 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785 { 1769 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1787 1771
1788 if (item->type == ROD) 1772 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1790 else 1774 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1980 /* If we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1981 if (key) 1965 if (key)
1982 { 1966 {
1983 object *container = key->env; 1967 object *container = key->env;
1984 1968
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1988 make_visible (op); 1970 make_visible (op);
1989 1971
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1992 1974
1993 if (door->type == DOOR) 1975 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1996 { 1978 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1981 }
2000 1982
2001 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2004 if (container != op) 1986 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
2006 1988
2007 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2008 } 1990 }
2009 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2010 { 1992 {
2011 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1995 return 1;
2014 } 1996 }
2015 1997
2016 return 0; 1998 return 0;
2017} 1999}
2104 2086
2105 if (op->speed_left > 0.f) 2087 if (op->speed_left > 0.f)
2106 { 2088 {
2107 --op->speed_left; 2089 --op->speed_left;
2108 2090
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2091 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2111 2093
2112 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2095 make_visible (op);
2114 2096
2133 { 2115 {
2134 --op->speed_left; 2116 --op->speed_left;
2135 2117
2136 if (!op->contr->braced) 2118 if (!op->contr->braced)
2137 { 2119 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2140 } 2122 }
2141 else 2123 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2143 2125
2144 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op); 2127 make_visible (op);
2146 2128
2147 return true; 2129 return true;
2191bool 2173bool
2192move_player (object *op, int dir) 2174move_player (object *op, int dir)
2193{ 2175{
2194 int pick; 2176 int pick;
2195 2177
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2179 return 0;
2198 2180
2199 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2201 { 2183 {
2286 return 0; 2268 return 0;
2287 2269
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2272 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2293
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296 2275
2297 tmp->destroy (); 2276 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2277 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2278
2300 if (op->stats.hp < 0) 2279 if (op->stats.hp < 0)
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2298 * from.
2320 */ 2299 */
2321void 2300static void
2322remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2323{ 2302{
2324 while (op) 2303 while (op)
2325 { 2304 {
2326 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' */
2327 2306
2331 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2332 2311
2333 op->insert_at (env); 2312 op->insert_at (env);
2334 } 2313 }
2335 else if (op->inv) 2314 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2337 2316
2338 op = next; 2317 op = next;
2339 } 2318 }
2319}
2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2340} 2326}
2341 2327
2342/* 2328/*
2343 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2426 else
2441 { 2427 {
2442 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2430 }
2487 2431
2488 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2489 /* 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. */
2490 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2511 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);
2512 } 2456 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2514 } 2458 }
2515 2459
2460 if (op->stats.food > 0)
2461 {
2516 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2464 {
2521 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2466
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2524 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2525 op->stats.food--; 2474 op->stats.food--;
2475
2526 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2528 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))
2529 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2530 } 2481 }
2531 }
2532 2482
2533 if (max_hp > 1) 2483 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2484 {
2538 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
2539 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);
2540 } 2503 }
2541 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)
2542 { 2512 {
2543 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 }
2544 } 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);
2545 } 2538 }
2546 else 2539 else
2547 {
2548 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);
2549 } 2541 }
2550 } 2542 }
2551 2543
2552 /* Digestion */ 2544 /* Digestion */
2553 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2554 { 2546 {
2555 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);
2556 2549
2557 if (op->contr->gen_hp > 0)
2558 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);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2551
2562 /* dms do not consume food */ 2552 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2554 op->stats.food--;
2565 } 2555 }
2592 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.");
2593 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2594 } 2584 }
2595 } 2585 }
2596 2586
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2587 if (op->stats.food < 0)
2598 op->stats.food++, op->stats.hp--; 2588 {
2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2599 2592
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2594 kill_player (op);
2602 } 2595 }
2603} 2596}
2608 * file. 2601 * file.
2609 */ 2602 */
2610void 2603void
2611kill_player (object *op) 2604kill_player (object *op)
2612{ 2605{
2606 int x, y;
2613 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2614 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2608 maptile *map; /* this is for resurrection */
2618
2619 /* int z;
2620 int num_stats_lose;
2621 int lost_a_stat;
2622 int lose_this_stat;
2623 int this_stat; */
2624 int will_kill_again; 2609 int will_kill_again;
2625 archetype *at; 2610 archetype *at;
2626 object *tmp; 2611 object *tmp;
2627 2612
2628 if (save_life (op)) 2613 if (save_life (op))
2629 return; 2614 return;
2630
2631 2615
2632 /* 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
2633 * 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.
2634 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2619 */
2651 { 2635 {
2652 tmp->destroy (); 2636 tmp->destroy ();
2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2654 } 2638 }
2655 2639
2656 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2657 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2658 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2659 op->stats.food = 999; 2643 op->stats.food = 999;
2660 2644
2661 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2663 { 2647 {
2664 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2667 " 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",
2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2669 tmp->msg = buf; 2653 );
2670 tmp->value = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2655 tmp->materialname = "organics";
2672 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2673 } 2657 }
2674 2658
2681 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2682 2666
2683 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2684 2668
2685 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2686 {
2687 sprintf (buf, "%s starved to death.", &op->name);
2688 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2689 }
2690 else
2691 sprintf (buf, "%s died.", &op->name);
2692 2671
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2672 op->contr->play_sound (sound_find ("player_dies"));
2694 2673
2695 /* save the map location for corpse, gravestone */ 2674 /* save the map location for corpse, gravestone */
2696 x = op->x; 2675 x = op->x;
2697 y = op->y; 2676 y = op->y;
2698 map = op->map; 2677 map = op->map;
2861 { 2840 {
2862 tmp->destroy (); 2841 tmp->destroy ();
2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2843 }
2865 2844
2866 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
2867 2846
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
2870 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
2871 op->stats.food = 900; 2850 op->stats.food = 900;
2875 2854
2876 /* 2855 /*
2877 * 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
2878 * and put them back in the map. 2857 * and put them back in the map.
2879 */ 2858 */
2880 remove_unpaid_objects (op->inv, op); 2859 op->drop_unpaid_items ();
2881 2860
2882 /****************************************/ 2861 /****************************************/
2883 /* */ 2862 /* */
2884 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
2944 2923
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 { 2925 {
2947 if (tmp->nrof > 1) 2926 if (tmp->nrof > 1)
2948 { 2927 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2928 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2930 }
2953 else 2931 else
2954 tmp->destroy (); 2932 tmp->destroy ();
2955 } 2933 }
2966void 2944void
2967fix_weight (void) 2945fix_weight (void)
2968{ 2946{
2969 for_all_players (pl) 2947 for_all_players (pl)
2970 { 2948 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2949 sint32 old = pl->ob->carrying;
2972 2950
2973 if (old == sum) 2951 pl->ob->update_weight ();
2974 continue; 2952
2953 if (old != pl->ob->carrying)
2954 {
2975 pl->ob->update_stats (); 2955 pl->ob->update_stats ();
2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2956 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2957 }
2977 } 2958 }
2978} 2959}
2979 2960
2980void 2961void
2981fix_luck (void) 2962fix_luck (void)
3025void 3006void
3026make_visible (object *op) 3007make_visible (object *op)
3027{ 3008{
3028 op->hide = 0; 3009 op->hide = 0;
3029 op->invisible = 0; 3010 op->invisible = 0;
3011
3030 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3031 { 3013 {
3032 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3034 } 3016 }
3047 3029
3048/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 3032 * indicate greater hideability.
3051 */ 3033 */
3052
3053int 3034int
3054hideability (object *ob) 3035hideability (object *ob)
3055{ 3036{
3056 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3057 sint16 x, y; 3038 sint16 x, y;
3067 * as bad as carrying a light on a pitch dark map */ 3048 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 3049 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness)); 3050 level = -(10 + (2 * ob->map->darkness));
3070 3051
3071 /* scan through all nearby squares for terrain to hide in */ 3052 /* scan through all nearby squares for terrain to hide in */
3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3053 for (i = 0, x = ob->x, y = ob->y;
3054 i <= SIZEOFFREE1;
3055 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 { 3056 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 3058 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 3059 continue;
3078 } 3060
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 3062 level += 2;
3081 else /* open terrain! */ 3063 else /* open terrain! */
3082 level -= 1; 3064 level -= 1;
3083 } 3065 }
3182 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3183 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3184 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 3171 * imply the way your head, or body is facing? It's possible
3190 * for them to differ. Sigh, this fctn could get a bit more complex. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3191 * -b.t. 3173 * -b.t.
3192 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3193 */ 3175 */
3194
3195int 3176int
3196player_can_view (object *pl, object *op) 3177player_can_view (object *pl, object *op)
3197{ 3178{
3198 rv_vector rv; 3179 rv_vector rv;
3199 int dx, dy; 3180 int dx, dy;
3211 3192
3212 get_rangevector (pl, op, &rv, 0x1); 3193 get_rangevector (pl, op, &rv, 0x1);
3213 3194
3214 /* starting with the 'head' part, lets loop 3195 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3196 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3197 * part that is in the los array but isn't on
3217 * a blocked los square. 3198 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3199 * we use the archetype to figure out offsets.
3219 */ 3200 */
3220 while (op) 3201 while (op)
3221 { 3202 {
3224 3205
3225 /* only the viewable area the player sees is updated by LOS 3206 /* only the viewable area the player sees is updated by LOS
3226 * code, so we need to restrict ourselves to that range of values 3207 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values. 3208 * for any meaningful values.
3228 */ 3209 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1; 3213 return 1;
3214
3233 op = op->more; 3215 op = op->more;
3234 } 3216 }
3217
3235 return 0; 3218 return 0;
3236} 3219}
3237 3220
3238/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3242 * return 0. 3225 * return 0.
3243 */ 3226 */
3244int 3227int
3245action_makes_visible (object *op) 3228action_makes_visible (object *op)
3246{ 3229{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 { 3231 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3251 return 0; 3233 return 0;
3252 3234
3258 { 3240 {
3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3260 return 1; 3242 return 1;
3261 } 3243 }
3262 } 3244 }
3245
3263 return 0; 3246 return 0;
3264} 3247}
3265 3248
3266/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3250 * a player) is standing on a valid battleground-tile,
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */ 3256 */
3274int 3257int
3275op_on_battleground (object *op, int *x, int *y) 3258op_on_battleground (object *op, int *x, int *y)
3276{ 3259{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3260 /* A battleground-tile needs the following attributes to be valid:
3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3267 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3269 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3274 {
3292 /*before we assign the exit, check if this is a teambattle */ 3275 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 { 3277 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 { 3279 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3281 {
3301 if (x != NULL && y != NULL) 3282 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3303 return 1; 3285 return 1;
3304 } 3286 }
3305 } 3287 }
3306 } 3288 }
3289
3307 if (x != NULL && y != NULL) 3290 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3309 return 1; 3293 return 1;
3310 } 3294 }
3311 } 3295 }
3312 } 3296 }
3297
3313 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3314 return 0; 3299 return 0;
3315} 3300}
3316 3301
3317/* 3302/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3319 int i = 0, j = 0;
3335 3320
3336 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3330
3346 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3347 return; 3332 return;
3348 3333
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3422 { 3407 {
3423 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3409 object *skin;
3425 3410
3426 /* first get the dragon skin force */ 3411 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3429 ; 3413 ;
3430 3414
3431 if (!skin) 3415 if (!skin)
3432 return; 3416 return;
3433 3417
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0; 3494 return 0;
3511 3495
3512 return 100 - blocked_los [x][y]; 3496 return 100 - blocked_los [x][y];
3513} 3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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