… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
211 | |
211 | |
212 | ns->update_look = 0; |
212 | ns->update_look = 0; |
213 | ns->look_position = 0; |
213 | ns->look_position = 0; |
214 | |
214 | |
215 | clear_los (this); |
215 | clear_los (); |
216 | |
216 | |
217 | ns->reset_stats (); |
217 | ns->reset_stats (); |
218 | |
218 | |
219 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
… | |
… | |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | return; |
933 | return; |
934 | } |
934 | } |
935 | |
935 | |
936 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
937 | { |
937 | { |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | return; |
940 | return; |
941 | } |
941 | } |
942 | |
942 | |
943 | /* Seen some crashes here. Since we don't store an |
|
|
944 | * op->enemy_count, it is possible that something destroys the |
|
|
945 | * actual enemy, and the object is recycled. |
|
|
946 | */ |
|
|
947 | if (op->enemy->map == NULL) |
|
|
948 | { |
|
|
949 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
950 | op->enemy = NULL; |
|
|
951 | return; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
955 | { |
944 | { |
956 | op->enemy = NULL; |
945 | op->enemy = NULL; |
957 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
958 | return; |
947 | return; |
… | |
… | |
961 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
962 | |
951 | |
963 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
964 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
965 | { |
954 | { |
966 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
967 | |
956 | |
968 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
969 | return; |
958 | return; |
970 | } |
959 | } |
971 | |
960 | |
… | |
… | |
982 | check_pick (object *op) |
971 | check_pick (object *op) |
983 | { |
972 | { |
984 | object *tmp, *next; |
973 | object *tmp, *next; |
985 | int stop = 0; |
974 | int stop = 0; |
986 | int wvratio; |
975 | int wvratio; |
987 | char putstring[128]; |
|
|
988 | |
976 | |
989 | /* if you're flying, you cna't pick up anything */ |
977 | /* if you're flying, you cna't pick up anything */ |
990 | if (op->move_type & MOVE_FLYING) |
978 | if (op->move_type & MOVE_FLYING) |
991 | return 1; |
979 | return 1; |
992 | |
980 | |
… | |
… | |
1016 | |
1004 | |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1005 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1018 | { |
1006 | { |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1007 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1020 | CHK_PICK_PICKUP; |
1008 | CHK_PICK_PICKUP; |
|
|
1009 | |
1021 | continue; |
1010 | continue; |
1022 | } |
1011 | } |
1023 | |
1012 | |
1024 | /* high not bit set? We're using the old autopickup model */ |
1013 | /* NEW pickup handling */ |
|
|
1014 | if (op->contr->mode & PU_DEBUG) |
|
|
1015 | { |
|
|
1016 | /* some debugging code to figure out item information */ |
|
|
1017 | const char *str = tmp->name |
|
|
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1020 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1022 | |
|
|
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | /* philosophy: |
|
|
1027 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1028 | * generic. This takes no game-time. For more detailed pickups |
|
|
1029 | * and selections, select-items should be used. This is a |
|
|
1030 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1031 | * example. |
|
|
1032 | * The drawback: right now it has no frontend, so you need to |
|
|
1033 | * stick the bits you want into a calculator in hex mode and then |
|
|
1034 | * convert to decimal and then 'pickup <#> |
|
|
1035 | */ |
|
|
1036 | |
|
|
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1038 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1039 | * meaning if any test passes, the item gets picked up. */ |
|
|
1040 | |
|
|
1041 | /* if mode is set to pick nothing up, return */ |
|
|
1042 | if (op->contr->mode & PU_NOTHING) |
|
|
1043 | return 1; |
|
|
1044 | |
|
|
1045 | /* if mode is set to stop when encountering objects, return */ |
|
|
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1047 | * anything up */ |
|
|
1048 | if (op->contr->mode & PU_STOP) |
|
|
1049 | return 0; |
|
|
1050 | |
|
|
1051 | /* useful for going into stores and not losing your settings... */ |
|
|
1052 | /* and for battles wher you don't want to get loaded down while |
|
|
1053 | * fighting */ |
|
|
1054 | if (op->contr->mode & PU_INHIBIT) |
|
|
1055 | return 1; |
|
|
1056 | |
|
|
1057 | /* prevent us from turning into auto-thieves :) */ |
|
|
1058 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1059 | continue; |
|
|
1060 | |
|
|
1061 | /* ignore known cursed objects */ |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1063 | continue; |
|
|
1064 | |
|
|
1065 | /* all food and drink if desired */ |
|
|
1066 | /* question: don't pick up known-poisonous stuff? */ |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
1067 | if (op->contr->mode & PU_FOOD) |
|
|
1068 | if (tmp->type == FOOD) |
1026 | { |
1069 | { |
1027 | switch (op->contr->mode) |
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | if (op->contr->mode & PU_DRINK) |
|
|
1075 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1076 | { |
|
|
1077 | CHK_PICK_PICKUP; |
|
|
1078 | continue; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | if (op->contr->mode & PU_POTION) |
|
|
1082 | if (tmp->type == POTION) |
|
|
1083 | { |
|
|
1084 | CHK_PICK_PICKUP; |
|
|
1085 | continue; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1089 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1090 | if (tmp->type == SPELLBOOK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1097 | if (tmp->type == SKILLSCROLL) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_READABLES) |
|
|
1104 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* wands/staves/rods/horns */ |
|
|
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1113 | { |
|
|
1114 | CHK_PICK_PICKUP; |
|
|
1115 | continue; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /* pick up all magical items */ |
|
|
1119 | if (op->contr->mode & PU_MAGICAL) |
|
|
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
|
|
1125 | |
|
|
1126 | if (op->contr->mode & PU_VALUABLES) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == MONEY || tmp->type == GEM) |
1028 | { |
1129 | { |
1029 | case 0: |
|
|
1030 | return 1; /* don't pick up */ |
|
|
1031 | case 1: |
|
|
1032 | CHK_PICK_PICKUP; |
1130 | CHK_PICK_PICKUP; |
1033 | return 1; |
1131 | continue; |
1034 | case 2: |
|
|
1035 | CHK_PICK_PICKUP; |
|
|
1036 | return 0; |
|
|
1037 | case 3: |
|
|
1038 | return 0; /* stop before pickup */ |
|
|
1039 | case 4: |
|
|
1040 | CHK_PICK_PICKUP; |
|
|
1041 | break; |
|
|
1042 | case 5: |
|
|
1043 | CHK_PICK_PICKUP; |
|
|
1044 | stop = 1; |
|
|
1045 | break; |
|
|
1046 | case 6: |
|
|
1047 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1048 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | break; |
|
|
1051 | |
|
|
1052 | case 7: |
|
|
1053 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | break; |
|
|
1056 | |
|
|
1057 | default: |
|
|
1058 | /* use value density */ |
|
|
1059 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1060 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | } |
1132 | } |
1063 | } |
1133 | } |
1064 | else |
1134 | |
1065 | { /* old model */ |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1066 | /* NEW pickup handling */ |
1136 | if (op->contr->mode & PU_JEWELS) |
|
|
1137 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1138 | { |
|
|
1139 | CHK_PICK_PICKUP; |
|
|
1140 | continue; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | /* we don't forget dragon food */ |
|
|
1144 | if (op->contr->mode & PU_FLESH) |
|
|
1145 | if (tmp->type == FLESH) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
|
|
1148 | continue; |
|
|
1149 | } |
|
|
1150 | |
|
|
1151 | /* bows and arrows. Bows are good for selling! */ |
1067 | if (op->contr->mode & PU_DEBUG) |
1152 | if (op->contr->mode & PU_BOW) |
|
|
1153 | if (tmp->type == BOW) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_ARROW) |
|
|
1160 | if (tmp->type == ARROW) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* all kinds of armor etc. */ |
|
|
1167 | if (op->contr->mode & PU_ARMOUR) |
|
|
1168 | if (tmp->type == ARMOUR) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_HELMET) |
|
|
1175 | if (tmp->type == HELMET) |
|
|
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_SHIELD) |
|
|
1182 | if (tmp->type == SHIELD) |
|
|
1183 | { |
|
|
1184 | CHK_PICK_PICKUP; |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | if (op->contr->mode & PU_BOOTS) |
|
|
1189 | if (tmp->type == BOOTS) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_GLOVES) |
|
|
1196 | if (tmp->type == GLOVES) |
|
|
1197 | { |
|
|
1198 | CHK_PICK_PICKUP; |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_CLOAK) |
|
|
1203 | if (tmp->type == CLOAK) |
|
|
1204 | { |
|
|
1205 | CHK_PICK_PICKUP; |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* hoping to catch throwing daggers here */ |
|
|
1210 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1211 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* careful: chairs and tables are weapons! */ |
|
|
1218 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1219 | { |
|
|
1220 | if (tmp->type == WEAPON && tmp->name != NULL) |
1068 | { |
1221 | { |
1069 | /* some debugging code to figure out item information */ |
1222 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1070 | if (tmp->name != NULL) |
1223 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1071 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1072 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1073 | else |
|
|
1074 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1075 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1076 | |
|
|
1077 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | /* philosophy: |
|
|
1081 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1082 | * generic. This takes no game-time. For more detailed pickups |
|
|
1083 | * and selections, select-items should be used. This is a |
|
|
1084 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1085 | * example. |
|
|
1086 | * The drawback: right now it has no frontend, so you need to |
|
|
1087 | * stick the bits you want into a calculator in hex mode and then |
|
|
1088 | * convert to decimal and then 'pickup <#> |
|
|
1089 | */ |
|
|
1090 | |
|
|
1091 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1092 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1093 | * meaning if any test passes, the item gets picked up. */ |
|
|
1094 | |
|
|
1095 | /* if mode is set to pick nothing up, return */ |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_NOTHING) |
|
|
1098 | return 1; |
|
|
1099 | |
|
|
1100 | /* if mode is set to stop when encountering objects, return */ |
|
|
1101 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1102 | * anything up */ |
|
|
1103 | |
|
|
1104 | if (op->contr->mode & PU_STOP) |
|
|
1105 | return 0; |
|
|
1106 | |
|
|
1107 | /* useful for going into stores and not losing your settings... */ |
|
|
1108 | /* and for battles wher you don't want to get loaded down while |
|
|
1109 | * fighting */ |
|
|
1110 | if (op->contr->mode & PU_INHIBIT) |
|
|
1111 | return 1; |
|
|
1112 | |
|
|
1113 | /* prevent us from turning into auto-thieves :) */ |
|
|
1114 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1115 | continue; |
|
|
1116 | |
|
|
1117 | /* ignore known cursed objects */ |
|
|
1118 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1119 | continue; |
|
|
1120 | |
|
|
1121 | /* all food and drink if desired */ |
|
|
1122 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1123 | if (op->contr->mode & PU_FOOD) |
|
|
1124 | if (tmp->type == FOOD) |
|
|
1125 | { |
|
|
1126 | CHK_PICK_PICKUP; |
|
|
1127 | continue; |
|
|
1128 | } |
|
|
1129 | |
|
|
1130 | if (op->contr->mode & PU_DRINK) |
|
|
1131 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1132 | { |
|
|
1133 | CHK_PICK_PICKUP; |
|
|
1134 | continue; |
|
|
1135 | } |
|
|
1136 | |
|
|
1137 | if (op->contr->mode & PU_POTION) |
|
|
1138 | if (tmp->type == POTION) |
|
|
1139 | { |
|
|
1140 | CHK_PICK_PICKUP; |
|
|
1141 | continue; |
|
|
1142 | } |
|
|
1143 | |
|
|
1144 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1145 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1146 | if (tmp->type == SPELLBOOK) |
|
|
1147 | { |
|
|
1148 | CHK_PICK_PICKUP; |
|
|
1149 | continue; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1153 | if (tmp->type == SKILLSCROLL) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_READABLES) |
|
|
1160 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* wands/staves/rods/horns */ |
|
|
1167 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1168 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* pick up all magical items */ |
|
|
1175 | if (op->contr->mode & PU_MAGICAL) |
|
|
1176 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1177 | { |
|
|
1178 | CHK_PICK_PICKUP; |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_VALUABLES) |
|
|
1183 | { |
|
|
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1185 | { |
1224 | { |
1186 | CHK_PICK_PICKUP; |
1225 | CHK_PICK_PICKUP; |
1187 | continue; |
1226 | continue; |
1188 | } |
1227 | } |
1189 | } |
1228 | } |
1190 | |
1229 | |
1191 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1192 | if (op->contr->mode & PU_JEWELS) |
|
|
1193 | if (tmp->type == RING || tmp->type == AMULET) |
1230 | if (tmp->type == WEAPON && tmp->name == NULL) |
1194 | { |
|
|
1195 | CHK_PICK_PICKUP; |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* we don't forget dragon food */ |
|
|
1200 | if (op->contr->mode & PU_FLESH) |
|
|
1201 | if (tmp->type == FLESH) |
|
|
1202 | { |
|
|
1203 | CHK_PICK_PICKUP; |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* bows and arrows. Bows are good for selling! */ |
|
|
1208 | if (op->contr->mode & PU_BOW) |
|
|
1209 | if (tmp->type == BOW) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_ARROW) |
|
|
1216 | if (tmp->type == ARROW) |
|
|
1217 | { |
|
|
1218 | CHK_PICK_PICKUP; |
|
|
1219 | continue; |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | /* all kinds of armor etc. */ |
|
|
1223 | if (op->contr->mode & PU_ARMOUR) |
|
|
1224 | if (tmp->type == ARMOUR) |
|
|
1225 | { |
|
|
1226 | CHK_PICK_PICKUP; |
|
|
1227 | continue; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | if (op->contr->mode & PU_HELMET) |
|
|
1231 | if (tmp->type == HELMET) |
|
|
1232 | { |
|
|
1233 | CHK_PICK_PICKUP; |
|
|
1234 | continue; |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | if (op->contr->mode & PU_SHIELD) |
|
|
1238 | if (tmp->type == SHIELD) |
|
|
1239 | { |
|
|
1240 | CHK_PICK_PICKUP; |
|
|
1241 | continue; |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (op->contr->mode & PU_BOOTS) |
|
|
1245 | if (tmp->type == BOOTS) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_GLOVES) |
|
|
1252 | if (tmp->type == GLOVES) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_CLOAK) |
|
|
1259 | if (tmp->type == CLOAK) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | /* hoping to catch throwing daggers here */ |
|
|
1266 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1267 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1268 | { |
|
|
1269 | CHK_PICK_PICKUP; |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | /* careful: chairs and tables are weapons! */ |
|
|
1274 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1275 | { |
1231 | { |
1276 | if (tmp->type == WEAPON && tmp->name != NULL) |
1232 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1277 | { |
1233 | { |
1278 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1279 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1280 | { |
|
|
1281 | CHK_PICK_PICKUP; |
1234 | CHK_PICK_PICKUP; |
1282 | continue; |
1235 | continue; |
1283 | } |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1287 | { |
|
|
1288 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | } |
1236 | } |
1294 | } |
1237 | } |
|
|
1238 | } |
1295 | |
1239 | |
1296 | /* misc stuff that's useful */ |
1240 | /* misc stuff that's useful */ |
1297 | if (op->contr->mode & PU_KEY) |
1241 | if (op->contr->mode & PU_KEY) |
1298 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1242 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1299 | { |
1243 | { |
1300 | CHK_PICK_PICKUP; |
1244 | CHK_PICK_PICKUP; |
1301 | continue; |
1245 | continue; |
1302 | } |
1246 | } |
1303 | |
1247 | |
1304 | /* any of the last 4 bits set means we use the ratio for value |
1248 | /* any of the last 4 bits set means we use the ratio for value |
1305 | * pickups */ |
1249 | * pickups */ |
1306 | if (op->contr->mode & PU_RATIO) |
1250 | if (op->contr->mode & PU_RATIO) |
|
|
1251 | { |
|
|
1252 | /* use value density to decide what else to grab */ |
|
|
1253 | /* >=7 was >= op->contr->mode */ |
|
|
1254 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1255 | */ |
|
|
1256 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1257 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1307 | { |
1258 | { |
1308 | /* use value density to decide what else to grab */ |
1259 | #if 0 |
1309 | /* >=7 was >= op->contr->mode */ |
1260 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1310 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1261 | if (tmp->name != NULL) |
1311 | */ |
|
|
1312 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1313 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
|
|
1314 | { |
1262 | { |
1315 | CHK_PICK_PICKUP; |
|
|
1316 | #if 0 |
|
|
1317 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1318 | if (tmp->name != NULL) |
|
|
1319 | { |
|
|
1320 | fprintf (stderr, "%s", tmp->name); |
1263 | fprintf (stderr, "%s", tmp->name); |
1321 | } |
1264 | } |
1322 | else |
1265 | else |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1266 | fprintf (stderr, "%s", tmp->arch->archname); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1267 | fprintf (stderr, ",%d] = ", tmp->type); |
1325 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1268 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1326 | #endif |
1269 | #endif |
|
|
1270 | CHK_PICK_PICKUP; |
1327 | continue; |
1271 | continue; |
1328 | } |
|
|
1329 | } |
1272 | } |
1330 | } /* the new pickup model */ |
1273 | } /* the new pickup model */ |
1331 | } |
1274 | } |
1332 | |
1275 | |
1333 | return !stop; |
1276 | return !stop; |
… | |
… | |
1462 | for (i = 0, found = 0; i < 20; i++) |
1405 | for (i = 0, found = 0; i < 20; i++) |
1463 | { |
1406 | { |
1464 | x += freearr_x[dir]; |
1407 | x += freearr_x[dir]; |
1465 | y += freearr_y[dir]; |
1408 | y += freearr_y[dir]; |
1466 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1409 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1410 | |
1467 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1411 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1468 | { |
1412 | { |
1469 | tmp = NULL; |
1413 | tmp = 0; |
1470 | break; |
1414 | break; |
1471 | } |
1415 | } |
1472 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1416 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1473 | { |
1417 | { |
1474 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1418 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1475 | * perhaps a bad assumption. |
1419 | * perhaps a bad assumption. |
1476 | */ |
1420 | */ |
1477 | tmp = NULL; |
1421 | tmp = 0; |
1478 | break; |
1422 | break; |
1479 | } |
1423 | } |
|
|
1424 | |
1480 | if (mflags & P_IS_ALIVE) |
1425 | if (mflags & P_IS_ALIVE) |
1481 | { |
|
|
1482 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1426 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1483 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1427 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1484 | { |
|
|
1485 | found++; |
|
|
1486 | break; |
|
|
1487 | } |
|
|
1488 | if (found) |
|
|
1489 | break; |
1428 | break; |
1490 | } |
|
|
1491 | } |
1429 | } |
1492 | if (tmp == NULL) |
1430 | |
|
|
1431 | if (!tmp) |
1493 | return find_arrow (op, type); |
1432 | return find_arrow (op, type); |
1494 | |
1433 | |
1495 | if (tmp->head) |
1434 | if (tmp->head) |
1496 | tmp = tmp->head; |
1435 | tmp = tmp->head; |
1497 | |
1436 | |
… | |
… | |
1542 | if (bow->below) |
1481 | if (bow->below) |
1543 | { |
1482 | { |
1544 | bow->remove (); |
1483 | bow->remove (); |
1545 | op->insert (bow); |
1484 | op->insert (bow); |
1546 | } |
1485 | } |
1547 | |
|
|
1548 | } |
1486 | } |
1549 | |
1487 | |
1550 | if (!bow->race || !bow->skill) |
1488 | if (!bow->race || !bow->skill) |
1551 | { |
1489 | { |
1552 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1490 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1675 | * hence the function name. |
1613 | * hence the function name. |
1676 | */ |
1614 | */ |
1677 | int |
1615 | int |
1678 | player_fire_bow (object *op, int dir) |
1616 | player_fire_bow (object *op, int dir) |
1679 | { |
1617 | { |
1680 | int ret = 0, wcmod = 0; |
1618 | int ret; |
1681 | |
1619 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1620 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1621 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1622 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1623 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1624 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1625 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1626 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1689 | wcmod = -1; |
|
|
1690 | |
|
|
1691 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1627 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1628 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1629 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1630 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1631 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1696 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1632 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1697 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1633 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1698 | } |
1634 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1635 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1636 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1637 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1702 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1638 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1703 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1639 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1640 | } |
1705 | else |
1641 | else |
1706 | { |
1642 | { |
… | |
… | |
1763 | } |
1699 | } |
1764 | } |
1700 | } |
1765 | |
1701 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1702 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1703 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1704 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1705 | |
1769 | if (item->type == WAND) |
1706 | if (item->type == WAND) |
1770 | { |
1707 | { |
1771 | if (!(--item->stats.food)) |
1708 | if (!(--item->stats.food)) |
1772 | { |
1709 | { |
1773 | object *tmp; |
1710 | object *tmp; |
… | |
… | |
2071 | --op->speed_left; |
2008 | --op->speed_left; |
2072 | |
2009 | |
2073 | op->play_sound (sound_find ("push_player")); |
2010 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
2011 | push_ob (mon, dir, op); |
2075 | |
2012 | |
2076 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2013 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
2014 | make_visible (op); |
2078 | |
2015 | |
2079 | return true; |
2016 | return true; |
2080 | } |
2017 | } |
2081 | else |
2018 | else |
… | |
… | |
2499 | { |
2436 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2437 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2438 | |
2502 | if (over_hp > 0) |
2439 | if (over_hp > 0) |
2503 | { |
2440 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2441 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2442 | op->last_heal = 0; |
2506 | } |
2443 | } |
2507 | else |
2444 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2445 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | } |
2446 | } |
… | |
… | |
2690 | |
2627 | |
2691 | lost_a_stat = 0; |
2628 | lost_a_stat = 0; |
2692 | |
2629 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2630 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2631 | { |
2695 | i = RANDOM () % NUM_STATS; |
2632 | i = rndm (NUM_STATS); |
2696 | |
2633 | |
2697 | if (settings.stat_loss_on_death) |
2634 | if (settings.stat_loss_on_death) |
2698 | { |
2635 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2636 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2637 | * what he lost. |
… | |
… | |
3036 | |
2973 | |
3037 | if (!ob || !ob->map) |
2974 | if (!ob || !ob->map) |
3038 | return 0; |
2975 | return 0; |
3039 | |
2976 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2977 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2978 | level = ob->map->darklevel () - 2; |
3042 | |
2979 | |
3043 | /* this also picks up whether the object is glowing. |
2980 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2981 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2982 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2983 | if (has_carried_lights (ob)) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2984 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2985 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2986 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2987 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2988 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2989 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3199 | while (op) |
3136 | while (op) |
3200 | { |
3137 | { |
3201 | dx = rv.distance_x + op->arch->x; |
3138 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
3139 | dy = rv.distance_y + op->arch->y; |
3203 | |
3140 | |
3204 | /* only the viewable area the player sees is updated by LOS |
3141 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3205 | * code, so we need to restrict ourselves to that range of values |
|
|
3206 | * for any meaningful values. |
|
|
3207 | */ |
|
|
3208 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3209 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3210 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3211 | return 1; |
3142 | return 1; |
3212 | |
3143 | |
3213 | op = op->more; |
3144 | op = op->more; |
3214 | } |
3145 | } |
3215 | |
3146 | |
3216 | return 0; |
3147 | return 0; |
3217 | } |
3148 | } |
3218 | |
3149 | |
3219 | /* routine for both players and monsters. We call this when |
3150 | /* routine for both players and monsters. We call this when |
3220 | * there is a possibility for our action distrubing our hiding |
3151 | * there is a possibility for our action distrubing our hiding |
3221 | * place or invisiblity spell. Artefact invisiblity is not |
3152 | * place or invisiblity spell. Artefact invisiblity causes |
3222 | * effected by this. If we arent invisible to begin with, we |
3153 | * "noise" instead. If we arent invisible to begin with, we |
3223 | * return 0. |
3154 | * return 0. |
3224 | */ |
3155 | */ |
3225 | int |
3156 | int |
3226 | action_makes_visible (object *op) |
3157 | action_makes_visible (object *op) |
3227 | { |
3158 | { |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3159 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | { |
3160 | { |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3161 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3162 | { |
|
|
3163 | // artefact invisibility is permanent, but we still make noise |
|
|
3164 | // this is important for game-balance. |
|
|
3165 | if (op->contr) |
|
|
3166 | op->make_noise (); |
|
|
3167 | |
3231 | return 0; |
3168 | return 0; |
|
|
3169 | } |
3232 | |
3170 | |
3233 | if (op->contr && op->contr->tmp_invis == 0) |
3171 | if (op->contr && op->contr->tmp_invis == 0) |
3234 | return 0; |
3172 | return 0; |
3235 | |
3173 | |
3236 | /* If monsters, they should become visible */ |
3174 | /* If monsters, they should become visible */ |
… | |
… | |
3472 | if (pl->ranged_ob == ob) |
3410 | if (pl->ranged_ob == ob) |
3473 | pl->ranged_ob = 0; |
3411 | pl->ranged_ob = 0; |
3474 | } |
3412 | } |
3475 | |
3413 | |
3476 | sint8 |
3414 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3415 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3416 | { |
3479 | if (!ns) |
3417 | if (!ns) |
3480 | return 0; |
3418 | return LOS_BLOCKED; |
3481 | |
3419 | |
3482 | int dx, dy; |
3420 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3421 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3422 | return LOS_BLOCKED; |
3485 | |
3423 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3424 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3425 | y += dy - ns->current_y; |
3488 | |
3426 | |
3489 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3490 | return 0; |
|
|
3491 | |
|
|
3492 | return 100 - blocked_los [x][y]; |
3427 | return blocked_los (x, y); |
3493 | } |
3428 | } |
3494 | |
3429 | |
3495 | void |
3430 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3431 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3432 | { |