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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.175 by elmex, Mon Nov 26 12:54:32 2007 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 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
240 241
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 243
243 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
244 245
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 */
300
245 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
248 304
249 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
265 combat_ob = op; 321 combat_ob = op;
266 break; 322 break;
267 } 323 }
268 324
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
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} 326}
325 327
326void 328void
327player::set_observe (object *op) 329player::set_observe (object *op)
328{ 330{
425 unsigned lastdist; 427 unsigned lastdist;
426 rv_vector rv; 428 rv_vector rv;
427 429
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 433 continue;
459 434
460 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
461 { 436 {
1033 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1034 return 1; 1009 return 1;
1035 1010
1036 next = op->below; 1011 next = op->below;
1037 1012
1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1015
1038 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1017 * destroyed */
1040 while (next && !next->destroyed ()) 1018 while (next && !next->destroyed ())
1041 { 1019 {
1042 tmp = next; 1020 tmp = next;
1043 next = tmp->below; 1021 next = tmp->below;
1044 1022
1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1045 if (op->destroyed ()) 1029 if (op->destroyed ())
1046 return 0; 1030 return 0;
1047 1031
1048 if (!can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1049 continue; 1033 continue;
1050 1034
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1036 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1055 continue; 1039 continue;
1056 } 1040 }
1057 1041
1058 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1043 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1045 switch (op->contr->mode)
1062 { 1046 {
1063 case 0: 1047 case 0:
1064 return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1065 case 1: 1049 case 1:
1066 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1067 return 1; 1051 return 1;
1068 case 2: 1052 case 2:
1069 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1070 return 0; 1054 return 0;
1071 case 3: 1055 case 3:
1072 return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1073 case 4: 1057 case 4:
1074 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1075 break; 1059 break;
1076 case 5: 1060 case 5:
1077 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1078 stop = 1; 1062 stop = 1;
1079 break; 1063 break;
1080 case 6: 1064 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1067 CHK_PICK_PICKUP;
1083 break; 1068 break;
1084 1069
1085 case 7: 1070 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1072 CHK_PICK_PICKUP;
1088 break; 1073 break;
1089 1074
1090 default: 1075 default:
1091 /* use value density */ 1076 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1079 CHK_PICK_PICKUP;
1095 } 1080 }
1096 } 1081 }
1097 else 1082 else
1098 { /* old model */ 1083 { /* old model */
1099 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1154 /* all food and drink if desired */ 1139 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1140 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1141 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1142 if (tmp->type == FOOD)
1158 { 1143 {
1159 pick_up (op, tmp); 1144 CHK_PICK_PICKUP;
1160 continue; 1145 continue;
1161 } 1146 }
1162 1147
1163 if (op->contr->mode & PU_DRINK) 1148 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1150 {
1166 pick_up (op, tmp); 1151 CHK_PICK_PICKUP;
1167 continue; 1152 continue;
1168 } 1153 }
1169 1154
1170 if (op->contr->mode & PU_POTION) 1155 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1156 if (tmp->type == POTION)
1172 { 1157 {
1173 pick_up (op, tmp); 1158 CHK_PICK_PICKUP;
1174 continue; 1159 continue;
1175 } 1160 }
1176 1161
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1162 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1163 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1164 if (tmp->type == SPELLBOOK)
1180 { 1165 {
1181 pick_up (op, tmp); 1166 CHK_PICK_PICKUP;
1182 continue; 1167 continue;
1183 } 1168 }
1184 1169
1185 if (op->contr->mode & PU_SKILLSCROLL) 1170 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1171 if (tmp->type == SKILLSCROLL)
1187 { 1172 {
1188 pick_up (op, tmp); 1173 CHK_PICK_PICKUP;
1189 continue; 1174 continue;
1190 } 1175 }
1191 1176
1192 if (op->contr->mode & PU_READABLES) 1177 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1179 {
1195 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1196 continue; 1181 continue;
1197 } 1182 }
1198 1183
1199 /* wands/staves/rods/horns */ 1184 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1187 {
1203 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1204 continue; 1189 continue;
1205 } 1190 }
1206 1191
1207 /* pick up all magical items */ 1192 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1193 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1195 {
1211 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1212 continue; 1197 continue;
1213 } 1198 }
1214 1199
1215 if (op->contr->mode & PU_VALUABLES) 1200 if (op->contr->mode & PU_VALUABLES)
1216 { 1201 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1202 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1203 {
1219 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1220 continue; 1205 continue;
1221 } 1206 }
1222 } 1207 }
1223 1208
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1209 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1210 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1211 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1212 {
1228 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1229 continue; 1214 continue;
1230 } 1215 }
1231 1216
1232 /* we don't forget dragon food */ 1217 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1218 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1219 if (tmp->type == FLESH)
1235 { 1220 {
1236 pick_up (op, tmp); 1221 CHK_PICK_PICKUP;
1237 continue; 1222 continue;
1238 } 1223 }
1239 1224
1240 /* bows and arrows. Bows are good for selling! */ 1225 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1226 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1227 if (tmp->type == BOW)
1243 { 1228 {
1244 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1245 continue; 1230 continue;
1246 } 1231 }
1247 1232
1248 if (op->contr->mode & PU_ARROW) 1233 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1234 if (tmp->type == ARROW)
1250 { 1235 {
1251 pick_up (op, tmp); 1236 CHK_PICK_PICKUP;
1252 continue; 1237 continue;
1253 } 1238 }
1254 1239
1255 /* all kinds of armor etc. */ 1240 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1241 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1242 if (tmp->type == ARMOUR)
1258 { 1243 {
1259 pick_up (op, tmp); 1244 CHK_PICK_PICKUP;
1260 continue; 1245 continue;
1261 } 1246 }
1262 1247
1263 if (op->contr->mode & PU_HELMET) 1248 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1249 if (tmp->type == HELMET)
1265 { 1250 {
1266 pick_up (op, tmp); 1251 CHK_PICK_PICKUP;
1267 continue; 1252 continue;
1268 } 1253 }
1269 1254
1270 if (op->contr->mode & PU_SHIELD) 1255 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1256 if (tmp->type == SHIELD)
1272 { 1257 {
1273 pick_up (op, tmp); 1258 CHK_PICK_PICKUP;
1274 continue; 1259 continue;
1275 } 1260 }
1276 1261
1277 if (op->contr->mode & PU_BOOTS) 1262 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1263 if (tmp->type == BOOTS)
1279 { 1264 {
1280 pick_up (op, tmp); 1265 CHK_PICK_PICKUP;
1281 continue; 1266 continue;
1282 } 1267 }
1283 1268
1284 if (op->contr->mode & PU_GLOVES) 1269 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1270 if (tmp->type == GLOVES)
1286 { 1271 {
1287 pick_up (op, tmp); 1272 CHK_PICK_PICKUP;
1288 continue; 1273 continue;
1289 } 1274 }
1290 1275
1291 if (op->contr->mode & PU_CLOAK) 1276 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1277 if (tmp->type == CLOAK)
1293 { 1278 {
1294 pick_up (op, tmp); 1279 CHK_PICK_PICKUP;
1295 continue; 1280 continue;
1296 } 1281 }
1297 1282
1298 /* hoping to catch throwing daggers here */ 1283 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1284 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1286 {
1302 pick_up (op, tmp); 1287 CHK_PICK_PICKUP;
1303 continue; 1288 continue;
1304 } 1289 }
1305 1290
1306 /* careful: chairs and tables are weapons! */ 1291 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1292 if (op->contr->mode & PU_ALLWEAPON)
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1294 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1295 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1298 {
1314 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1315 continue; 1300 continue;
1316 } 1301 }
1317 } 1302 }
1318 1303
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1304 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1305 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1307 {
1323 pick_up (op, tmp); 1308 CHK_PICK_PICKUP;
1324 continue; 1309 continue;
1325 } 1310 }
1326 } 1311 }
1327 } 1312 }
1328 1313
1329 /* misc stuff that's useful */ 1314 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1315 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1317 {
1333 pick_up (op, tmp); 1318 CHK_PICK_PICKUP;
1334 continue; 1319 continue;
1335 } 1320 }
1336 1321
1337 /* any of the last 4 bits set means we use the ratio for value 1322 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1323 * pickups */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1330 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) 1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1332 {
1348 pick_up (op, tmp); 1333 CHK_PICK_PICKUP;
1349#if 0 1334#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1336 if (tmp->name != NULL)
1352 { 1337 {
1353 fprintf (stderr, "%s", tmp->name); 1338 fprintf (stderr, "%s", tmp->name);
1376{ 1361{
1377 object *tmp = 0; 1362 object *tmp = 0;
1378 1363
1379 for (op = op->inv; op; op = op->below) 1364 for (op = op->inv; op; op = op->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1365 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type); 1366 tmp = find_arrow (splay (op), type);
1382 else if (op->type == ARROW && op->race == type) 1367 else if (op->type == ARROW && op->race == type)
1383 return op; 1368 return splay (op);
1384 1369
1385 return tmp; 1370 return tmp;
1386} 1371}
1387 1372
1388/* 1373/*
1990 1975
1991 if (door->type == DOOR) 1976 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1978 else if (door->type == LOCKED_DOOR)
1994 { 1979 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1982 }
1998 1983
1999 /* Do this after we print the message */ 1984 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2005 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2006 } 1991 }
2007 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2008 { 1993 {
2009 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1996 return 1;
2012 } 1997 }
2013 1998
2014 return 0; 1999 return 0;
2015} 2000}
2135 { 2120 {
2136 op->play_sound (sound_find ("push_player")); 2121 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2138 } 2123 }
2139 else 2124 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2141 2126
2142 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2128 make_visible (op);
2144 2129
2145 return true; 2130 return true;
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2430 else
2446 { 2431 {
2447 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2433 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2434 }
2492 2435
2493 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2438 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2460 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2461 /* wearing stuff doesn't detract from grace generation. */
2519 } 2462 }
2520 2463
2464 if (op->stats.food > 0)
2465 {
2521 /* Regenerate Hit Points */ 2466 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2467 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2468 {
2526 op->stats.hp++; 2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2470
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2471 if (op->stats.sp < op->stats.maxsp)
2529 { 2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2530 op->stats.food--; 2478 op->stats.food--;
2479
2531 if (op->contr->digestion < 0) 2480 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2481 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2483 op->stats.food = last_food;
2484 }
2535 } 2485 }
2536 }
2537 2486
2538 if (max_hp > 1) 2487 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2488 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2544 op->last_heal = 0; 2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2507 }
2546 else 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2547 { 2516 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2549 } 2529 }
2530
2531 if (max_hp > 1)
2532 {
2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2542 }
2551 else 2543 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2545 }
2555 } 2546 }
2556 2547
2557 /* Digestion */ 2548 /* Digestion */
2558 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2587 manual_apply (op, flesh, 0);
2597 } 2588 }
2598 } 2589 }
2599 2590
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2591 if (op->stats.food < 0)
2601 op->stats.food++, op->stats.hp--; 2592 {
2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2602 2596
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2598 kill_player (op);
2605 } 2599 }
2606} 2600}
2611 * file. 2605 * file.
2612 */ 2606 */
2613void 2607void
2614kill_player (object *op) 2608kill_player (object *op)
2615{ 2609{
2610 int x, y;
2616 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2612 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2613 int will_kill_again;
2628 archetype *at; 2614 archetype *at;
2629 object *tmp; 2615 object *tmp;
2630 2616
2631 if (save_life (op)) 2617 if (save_life (op))
2653 { 2639 {
2654 tmp->destroy (); 2640 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 } 2642 }
2657 2643
2658 cure_disease (op, 0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0) 2646 if (op->stats.food <= 0)
2661 op->stats.food = 999; 2647 op->stats.food = 999;
2662 2648
2663 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2650 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2651 {
2666 sprintf (buf, "%s's finger", &op->name); 2652 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2653 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2654 tmp->msg = format (
2669 " the %s, when he was defeated at\n level %d by %s.\n", 2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2671 tmp->msg = buf; 2657 );
2672 tmp->value = 0, tmp->type = 0; 2658 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2659 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2660 tmp->insert_at (op, tmp);
2675 } 2661 }
2676 2662
2683 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2684 2670
2685 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2686 2672
2687 if (op->stats.food < 0) 2673 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation"); 2674 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2675
2695 op->contr->play_sound (sound_find ("player_dies")); 2676 op->contr->play_sound (sound_find ("player_dies"));
2696 2677
2697 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2698 x = op->x; 2679 x = op->x;
2863 { 2844 {
2864 tmp->destroy (); 2845 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 } 2847 }
2867 2848
2868 cure_disease (op, 0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2869 2850
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2852 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100) 2853 if (op->stats.food < 100)
2873 op->stats.food = 900; 2854 op->stats.food = 900;
3027void 3008void
3028make_visible (object *op) 3009make_visible (object *op)
3029{ 3010{
3030 op->hide = 0; 3011 op->hide = 0;
3031 op->invisible = 0; 3012 op->invisible = 0;
3013
3032 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3033 { 3015 {
3034 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3036 } 3018 }
3049 3031
3050/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 3034 * indicate greater hideability.
3053 */ 3035 */
3054
3055int 3036int
3056hideability (object *ob) 3037hideability (object *ob)
3057{ 3038{
3058 int i, level = 0, mflag; 3039 int i, level = 0, mflag;
3059 sint16 x, y; 3040 sint16 x, y;
3184 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3172 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3174 * -b.t.
3194 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3195 */ 3176 */
3196
3197int 3177int
3198player_can_view (object *pl, object *op) 3178player_can_view (object *pl, object *op)
3199{ 3179{
3200 rv_vector rv; 3180 rv_vector rv;
3201 int dx, dy; 3181 int dx, dy;
3213 3193
3214 get_rangevector (pl, op, &rv, 0x1); 3194 get_rangevector (pl, op, &rv, 0x1);
3215 3195
3216 /* starting with the 'head' part, lets loop 3196 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3197 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3198 * part that is in the los array but isn't on
3219 * a blocked los square. 3199 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3200 * we use the archetype to figure out offsets.
3221 */ 3201 */
3222 while (op) 3202 while (op)
3223 { 3203 {
3226 3206
3227 /* only the viewable area the player sees is updated by LOS 3207 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values 3208 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values. 3209 * for any meaningful values.
3230 */ 3210 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3214 return 1;
3215
3235 op = op->more; 3216 op = op->more;
3236 } 3217 }
3218
3237 return 0; 3219 return 0;
3238} 3220}
3239 3221
3240/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3244 * return 0. 3226 * return 0.
3245 */ 3227 */
3246int 3228int
3247action_makes_visible (object *op) 3229action_makes_visible (object *op)
3248{ 3230{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3232 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0; 3234 return 0;
3254 3235
3260 { 3241 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1; 3243 return 1;
3263 } 3244 }
3264 } 3245 }
3246
3265 return 0; 3247 return 0;
3266} 3248}
3267 3249
3268/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3251 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3257 */
3276int 3258int
3277op_on_battleground (object *op, int *x, int *y) 3259op_on_battleground (object *op, int *x, int *y)
3278{ 3260{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3261 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3268 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3270 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3272 && tmp->type == BATTLEGROUND
3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3275 {
3294 /*before we assign the exit, check if this is a teambattle */ 3276 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3278 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3280 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3282 {
3303 if (x != NULL && y != NULL) 3283 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3305 return 1; 3286 return 1;
3306 } 3287 }
3307 } 3288 }
3308 } 3289 }
3290
3309 if (x != NULL && y != NULL) 3291 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3311 return 1; 3294 return 1;
3312 } 3295 }
3313 } 3296 }
3314 } 3297 }
3298
3315 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3316 return 0; 3300 return 0;
3317} 3301}
3318 3302
3319/* 3303/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3320 int i = 0, j = 0;
3337 3321
3338 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3331
3348 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3349 return; 3333 return;
3350 3334
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3335 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0; 3495 return 0;
3512 3496
3513 return 100 - blocked_los [x][y]; 3497 return 100 - blocked_los [x][y];
3514} 3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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