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Comparing deliantra/server/server/player.C (file contents):
Revision 1.161 by root, Thu Aug 23 15:20:33 2007 UTC vs.
Revision 1.174 by root, Thu Nov 8 19:43:27 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 (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
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{
1349{ 1351{
1350 object *tmp = 0; 1352 object *tmp = 0;
1351 1353
1352 for (op = op->inv; op; op = op->below) 1354 for (op = op->inv; op; op = op->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1355 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type); 1356 tmp = find_arrow (splay (op), type);
1355 else if (op->type == ARROW && op->race == type) 1357 else if (op->type == ARROW && op->race == type)
1356 return op; 1358 return splay (op);
1357 1359
1358 return tmp; 1360 return tmp;
1359} 1361}
1360 1362
1361/* 1363/*
1963 1965
1964 if (door->type == DOOR) 1966 if (door->type == DOOR)
1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1967 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1966 else if (door->type == LOCKED_DOOR) 1968 else if (door->type == LOCKED_DOOR)
1967 { 1969 {
1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1970 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1971 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1972 }
1971 1973
1972 /* Do this after we print the message */ 1974 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1975 decrease_ob (key); /* Use up one of the keys */
1978 return 1; /* Nothing more to do below */ 1980 return 1; /* Nothing more to do below */
1979 } 1981 }
1980 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1981 { 1983 {
1982 /* Might as well return now - no other way to open this */ 1984 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1985 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1986 return 1;
1985 } 1987 }
1986 1988
1987 return 0; 1989 return 0;
1988} 1990}
2108 { 2110 {
2109 op->play_sound (sound_find ("push_player")); 2111 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2112 push_ob (mon, dir, op);
2111 } 2113 }
2112 else 2114 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 2115 op->statusmsg ("You withhold your attack");
2114 2116
2115 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2118 make_visible (op);
2117 2119
2118 return true; 2120 return true;
2593 * file. 2595 * file.
2594 */ 2596 */
2595void 2597void
2596kill_player (object *op) 2598kill_player (object *op)
2597{ 2599{
2600 int x, y;
2598 char buf[MAX_BUF]; 2601 char buf[MAX_BUF];
2599 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2603 int will_kill_again;
2610 archetype *at; 2604 archetype *at;
2611 object *tmp; 2605 object *tmp;
2612 2606
2613 if (save_life (op)) 2607 if (save_life (op))
2635 { 2629 {
2636 tmp->destroy (); 2630 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2631 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 } 2632 }
2639 2633
2640 cure_disease (op, 0); /* remove any disease */ 2634 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp; 2635 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0) 2636 if (op->stats.food <= 0)
2643 op->stats.food = 999; 2637 op->stats.food = 999;
2644 2638
2645 /* create a bodypart-trophy to make the winner happy */ 2639 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2640 if (object *tmp = arch_to_object (archetype::find ("finger")))
2647 { 2641 {
2648 sprintf (buf, "%s's finger", &op->name); 2642 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2643 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2644 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2645 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2646 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2653 tmp->msg = buf; 2647 );
2654 tmp->value = 0, tmp->type = 0; 2648 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2649 tmp->materialname = "organics";
2656 tmp->insert_at (op, tmp); 2650 tmp->insert_at (op, tmp);
2657 } 2651 }
2658 2652
2665 INVOKE_PLAYER (DEATH, op->contr); 2659 INVOKE_PLAYER (DEATH, op->contr);
2666 2660
2667 command_kill_pets (op, 0); 2661 command_kill_pets (op, 0);
2668 2662
2669 if (op->stats.food < 0) 2663 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation"); 2664 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2665
2677 op->contr->play_sound (sound_find ("player_dies")); 2666 op->contr->play_sound (sound_find ("player_dies"));
2678 2667
2679 /* save the map location for corpse, gravestone */ 2668 /* save the map location for corpse, gravestone */
2680 x = op->x; 2669 x = op->x;
2845 { 2834 {
2846 tmp->destroy (); 2835 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 } 2837 }
2849 2838
2850 cure_disease (op, 0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2851 2840
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2841 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2842 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100) 2843 if (op->stats.food < 100)
2855 op->stats.food = 900; 2844 op->stats.food = 900;
3009void 2998void
3010make_visible (object *op) 2999make_visible (object *op)
3011{ 3000{
3012 op->hide = 0; 3001 op->hide = 0;
3013 op->invisible = 0; 3002 op->invisible = 0;
3003
3014 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3015 { 3005 {
3016 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3017 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3018 } 3008 }
3031 3021
3032/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3033 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3034 * indicate greater hideability. 3024 * indicate greater hideability.
3035 */ 3025 */
3036
3037int 3026int
3038hideability (object *ob) 3027hideability (object *ob)
3039{ 3028{
3040 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3041 sint16 x, y; 3030 sint16 x, y;
3166 * object op. This function works fine for monsters, 3155 * object op. This function works fine for monsters,
3167 * but we dont worry if the object isnt the top one in 3156 * but we dont worry if the object isnt the top one in
3168 * a pile (say a coin under a table would return "viewable" 3157 * a pile (say a coin under a table would return "viewable"
3169 * by this routine). Another question, should we be 3158 * by this routine). Another question, should we be
3170 * concerned with the direction the player is looking 3159 * concerned with the direction the player is looking
3171 * in? Realistically, most of use cant see stuff behind 3160 * in? Realistically, most of us can't see stuff behind
3172 * our backs...on the other hand, does the "facing" direction 3161 * our backs...on the other hand, does the "facing" direction
3173 * imply the way your head, or body is facing? Its possible 3162 * imply the way your head, or body is facing? It's possible
3174 * for them to differ. Sigh, this fctn could get a bit more complex. 3163 * for them to differ. Sigh, this fctn could get a bit more complex.
3175 * -b.t. 3164 * -b.t.
3176 * This function is now map tiling safe. 3165 * This function is now map tiling safe.
3177 */ 3166 */
3178
3179int 3167int
3180player_can_view (object *pl, object *op) 3168player_can_view (object *pl, object *op)
3181{ 3169{
3182 rv_vector rv; 3170 rv_vector rv;
3183 int dx, dy; 3171 int dx, dy;
3195 3183
3196 get_rangevector (pl, op, &rv, 0x1); 3184 get_rangevector (pl, op, &rv, 0x1);
3197 3185
3198 /* starting with the 'head' part, lets loop 3186 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any 3187 * through the object and find if it has any
3200 * part that is in the los array but isnt on 3188 * part that is in the los array but isn't on
3201 * a blocked los square. 3189 * a blocked los square.
3202 * we use the archetype to figure out offsets. 3190 * we use the archetype to figure out offsets.
3203 */ 3191 */
3204 while (op) 3192 while (op)
3205 { 3193 {
3208 3196
3209 /* only the viewable area the player sees is updated by LOS 3197 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values 3198 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values. 3199 * for any meaningful values.
3212 */ 3200 */
3213 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3201 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3202 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3203 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1; 3204 return 1;
3205
3217 op = op->more; 3206 op = op->more;
3218 } 3207 }
3208
3219 return 0; 3209 return 0;
3220} 3210}
3221 3211
3222/* routine for both players and monsters. We call this when 3212/* routine for both players and monsters. We call this when
3223 * there is a possibility for our action distrubing our hiding 3213 * there is a possibility for our action distrubing our hiding
3226 * return 0. 3216 * return 0.
3227 */ 3217 */
3228int 3218int
3229action_makes_visible (object *op) 3219action_makes_visible (object *op)
3230{ 3220{
3231
3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3221 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 { 3222 {
3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3223 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3235 return 0; 3224 return 0;
3236 3225
3242 { 3231 {
3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3232 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3244 return 1; 3233 return 1;
3245 } 3234 }
3246 } 3235 }
3236
3247 return 0; 3237 return 0;
3248} 3238}
3249 3239
3250/* op_on_battleground - checks if the given object op (usually 3240/* op_on_battleground - checks if the given object op (usually
3251 * a player) is standing on a valid battleground-tile, 3241 * a player) is standing on a valid battleground-tile,
3256 * Default is to do the same as before, so only people wanting to have different points need worry about this 3246 * Default is to do the same as before, so only people wanting to have different points need worry about this
3257 */ 3247 */
3258int 3248int
3259op_on_battleground (object *op, int *x, int *y) 3249op_on_battleground (object *op, int *x, int *y)
3260{ 3250{
3261 object *tmp;
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3251 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3252 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3253 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3254 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3255 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3256 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3257 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 { 3258 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3259 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 { 3260 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3261 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3262 && tmp->type == BATTLEGROUND
3263 && tmp->name == shstr_battleground
3264 && EXIT_X (tmp) && EXIT_Y (tmp))
3275 { 3265 {
3276 /*before we assign the exit, check if this is a teambattle */ 3266 /* before we assign the exit, check if this is a teambattle */
3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3267 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3278 { 3268 {
3279 object *invtmp;
3280
3281 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3269 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 { 3270 {
3283 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3271 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 { 3272 {
3285 if (x != NULL && y != NULL) 3273 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3274 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3275
3287 return 1; 3276 return 1;
3288 } 3277 }
3289 } 3278 }
3290 } 3279 }
3280
3291 if (x != NULL && y != NULL) 3281 if (x && y)
3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3282 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3283
3293 return 1; 3284 return 1;
3294 } 3285 }
3295 } 3286 }
3296 } 3287 }
3288
3297 /* If we got here, did not find a battleground */ 3289 /* If we got here, did not find a battleground */
3298 return 0; 3290 return 0;
3299} 3291}
3300 3292
3301/* 3293/*
3317 char buf[MAX_BUF]; /* tmp. string buffer */ 3309 char buf[MAX_BUF]; /* tmp. string buffer */
3318 int i = 0, j = 0; 3310 int i = 0, j = 0;
3319 3311
3320 /* get the appropriate treasurelist */ 3312 /* get the appropriate treasurelist */
3321 if (atnr == ATNR_FIRE) 3313 if (atnr == ATNR_FIRE)
3322 trlist = treasurelist::find ("dragon_ability_fire"); 3314 trlist = treasurelist::find (shstr_dragon_ability_fire);
3323 else if (atnr == ATNR_COLD) 3315 else if (atnr == ATNR_COLD)
3324 trlist = treasurelist::find ("dragon_ability_cold"); 3316 trlist = treasurelist::find (shstr_dragon_ability_cold);
3325 else if (atnr == ATNR_ELECTRICITY) 3317 else if (atnr == ATNR_ELECTRICITY)
3326 trlist = treasurelist::find ("dragon_ability_elec"); 3318 trlist = treasurelist::find (shstr_dragon_ability_elec);
3327 else if (atnr == ATNR_POISON) 3319 else if (atnr == ATNR_POISON)
3328 trlist = treasurelist::find ("dragon_ability_poison"); 3320 trlist = treasurelist::find (shstr_dragon_ability_poison);
3329 3321
3330 if (trlist == NULL || who->type != PLAYER) 3322 if (trlist == NULL || who->type != PLAYER)
3331 return; 3323 return;
3332 3324
3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3325 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3484 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0; 3485 return 0;
3494 3486
3495 return 100 - blocked_los [x][y]; 3487 return 100 - blocked_los [x][y];
3496} 3488}
3489
3490void
3491player::infobox (const char *title, const char *msg, int color)
3492{
3493 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3494}
3495
3496void
3497player::statusmsg (const char *msg, int color)
3498{
3499 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3500}
3501
3502void
3503player::failmsg (const char *msg, int color)
3504{
3505 play_sound (sound_find ("generic_failure"));
3506 statusmsg (msg, color);
3507}
3508

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