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Comparing deliantra/server/server/player.C (file contents):
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC vs.
Revision 1.125 by root, Fri May 11 21:28:40 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
202 201
203 ob->remove (); 202 ob->remove ();
204 ob->map = 0; 203 ob->map = 0;
205 party = 0; 204 party = 0;
206 205
207 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 207
210 players.erase (this); 208 players.erase (this);
211} 209}
212 210
213// connect the player with a specific client 211// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
215void 213void
216player::connect (client *ns) 214player::connect (client *ns)
217{ 215{
218 this->ns = ns; 216 this->ns = ns;
219 ns->pl = this; 217 ns->pl = this;
230 ns->reset_stats (); 228 ns->reset_stats ();
231 229
232 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 233
239 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 235 link_player_skills (ob);
241 236
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 258
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 260
266 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
267 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
268 ob->update_stats (); 279 ob->update_stats ();
269 ns->floorbox_update (); 280 ns->floorbox_update ();
270 281
271 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
325 unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
326 337
327 savebed_map = first_map_path; /* Init. respawn position */ 338 savebed_map = first_map_path; /* Init. respawn position */
328 339
329 gen_sp_armour = 10; 340 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 341 bowtype = bow_normal;
332 petmode = pet_normal; 342 petmode = pet_normal;
333 listening = 10; 343 listening = 10;
334 usekeys = containers; 344 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 345 peaceful = 1; /* default peaceful */
1014 /* Cornered, get rid of scared */ 1024 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1026 op->enemy = NULL;
1017} 1027}
1018 1028
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1029/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1030 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1031 * stop.
1023 */ 1032 */
1024int 1033int
1025check_pick (object *op) 1034check_pick (object *op)
1026{ 1035{
1464 * find_better_arrow to find a decent arrow to use. 1473 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1474 * op = the shooter
1466 * type = bow->race 1475 * type = bow->race
1467 * dir = fire direction 1476 * dir = fire direction
1468 */ 1477 */
1469
1470object * 1478object *
1471pick_arrow_target (object *op, const char *type, int dir) 1479pick_arrow_target (object *op, const char *type, int dir)
1472{ 1480{
1473 object *tmp = NULL; 1481 object *tmp = NULL;
1474 maptile *m; 1482 maptile *m;
1548 { 1556 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1558 return 0;
1551 } 1559 }
1552 1560
1553 if (op->type == PLAYER) 1561 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1562 {
1563 bow = pl->ranged_ob;
1564 op->set_weapon (bow);
1565 }
1555 else 1566 else
1556 { 1567 {
1557 for (bow = op->inv; bow; bow = bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1575 if (!bow)
1565 { 1576 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1578 return 0;
1568 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1569 } 1588 }
1570 1589
1571 if (!bow->race || !bow->skill) 1590 if (!bow->race || !bow->skill)
1572 { 1591 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1590 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1611 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1612 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1613 CLEAR_FLAG (op, FLAG_READY_BOW);
1614
1595 return 0; 1615 return 0;
1596 } 1616 }
1597 } 1617 }
1598 1618
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1619 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 1643
1624 arrow->set_owner (op); 1644 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1645 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1646 arrow->direction = dir;
1627 1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651
1652 if (arrow->slaying)
1653 arrow->spellarg = strdup (arrow->slaying);
1654
1628 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1629 { 1656 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1657 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats (); 1658 op->update_stats ();
1632 } 1659 }
1633 1660
1634 SET_ANIMATION (arrow, arrow->direction); 1661 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640 1662
1641 /* Note that this was different for monsters - they got their level 1663 arrow->stats.dam += op->stats.dam + arrow->magic;
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646 1664
1647 /* update the speed */ 1665 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1666 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1667 + bow->stats.dam / 7.0;
1650 1668
1651 arrow->set_speed (max (arrow->speed, 1.0)); 1669 arrow->set_speed (max (arrow->speed, 2.0));
1652 arrow->speed_left = 0; 1670 arrow->speed_left = 0;
1653 1671
1672 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1673
1654 if (op->type == PLAYER) 1674 if (op->type == PLAYER)
1655 { 1675 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1677 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = op->slaying;
1681
1682 arrow->attacktype |= op->attacktype;
1661 } 1683 }
1662 else 1684 else
1663 { 1685 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1686 arrow->level = op->level;
1666 } 1687 arrow->stats.wc -= bow->magic;
1667 1688
1668 if (arrow->attacktype == AT_PHYSICAL) 1689 if (!arrow->slaying)
1690 arrow->slaying = bow->slaying;
1691
1669 arrow->attacktype |= bow->attacktype; 1692 arrow->attacktype |= bow->attacktype;
1693 }
1670 1694
1671 if (bow->slaying) 1695 arrow->stats.wc -= arrow->level;
1672 arrow->slaying = bow->slaying;
1673 1696
1674 arrow->move_type = MOVE_FLY_LOW; 1697 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1699
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1703{ 1726{
1704 int ret = 0, wcmod = 0; 1727 int ret = 0, wcmod = 0;
1705 1728
1706 if (op->contr->bowtype == bow_bestarrow) 1729 if (op->contr->bowtype == bow_bestarrow)
1707 { 1730 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1732 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1734 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1713 wcmod = -1; 1736 wcmod = -1;
1723 else if (op->contr->bowtype == bow_spreadshot) 1746 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1747 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1749 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1751 }
1730 else 1752 else
1731 { 1753 {
1732 /* Simple case */ 1754 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1756 }
1757
1735 return ret; 1758 return ret;
1736} 1759}
1737 1760
1738 1761
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1762/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1763 * Broken apart from 'fire' to keep it more readable.
1741 */ 1764 */
1742void 1765void
1743fire_misc_object (object *op, int dir) 1766fire_misc_object (object *op, int dir)
1744{ 1767{
1745 object *item; 1768 object *item = op->contr->ranged_ob;
1746 1769
1747 if (!op->contr->ranges[range_misc]) 1770 if (!item)
1748 { 1771 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1773 return;
1751 } 1774 }
1752 1775
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1776 if (!item->inv)
1755 { 1777 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1778 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1779 return;
1758 } 1780 }
1781
1782 op->set_weapon (item);
1783
1759 if (item->type == WAND) 1784 if (item->type == WAND)
1760 { 1785 {
1761 if (item->stats.food <= 0) 1786 if (item->stats.food <= 0)
1762 { 1787 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
1765 return; 1791 return;
1766 } 1792 }
1767 } 1793 }
1768 else if (item->type == ROD || item->type == HORN) 1794 else if (item->type == ROD || item->type == HORN)
1769 { 1795 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 { 1797 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
1773 if (item->type == ROD) 1800 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1802 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
1777 return; 1805 return;
1778 } 1806 }
1779 } 1807 }
1780 1808
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1812 1840
1813 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1842 if (action_makes_visible (op))
1815 make_visible (op); 1843 make_visible (op);
1816 1844
1817 switch (op->contr->shoottype) 1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1818 { 1848 {
1819 case range_none: 1849 control_golem (op->contr->golem, dir);
1820 return; 1850 return;
1851 }
1821 1852
1822 case range_bow: 1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
1823 player_fire_bow (op, dir); 1861 player_fire_bow (op, dir);
1824 return; 1862 break;
1825 1863
1826 case range_magic: /* Casting spells */ 1864 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1828 return; 1866 break;
1829 1867
1830 case range_misc: 1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
1831 fire_misc_object (op, dir); 1878 fire_misc_object (op, dir);
1832 return; 1879 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1880 }
1856} 1881}
1857 1882
1858/* find_key 1883/* find_key
1859 * We try to find a key for the door as passed. If we find a key 1884 * We try to find a key for the door as passed. If we find a key
1959 if (key) 1984 if (key)
1960 { 1985 {
1961 object *container = key->env; 1986 object *container = key->env;
1962 1987
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1964 if (action_makes_visible (op)) 1990 if (action_makes_visible (op))
1965 make_visible (op); 1991 make_visible (op);
1992
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1994 spring_trap (door->inv, op);
1968 1995
1969 if (door->type == DOOR) 1996 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 */ 2027 */
2001void 2028void
2002move_player_attack (object *op, int dir) 2029move_player_attack (object *op, int dir)
2003{ 2030{
2004 object *tmp, *mon; 2031 object *tmp, *mon;
2005 sint16 nx, ny;
2006 int on_battleground; 2032 int on_battleground;
2007 maptile *m; 2033 maptile *m;
2008 2034
2009 nx = freearr_x[dir] + op->x; 2035 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 2036 sint16 ny = freearr_y[dir] + op->y;
2011 2037
2012 on_battleground = op_on_battleground (op, 0, 0); 2038 on_battleground = op_on_battleground (op, 0, 0);
2013 2039
2014 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2095 /* If we're braced, we don't want to switch places with it */ 2121 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) 2122 if (op->contr->braced)
2097 return; 2123 return;
2098 2124
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op); 2126 push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op); 2128 make_visible (op);
2103 2129
2104 return; 2130 return;
2105 } 2131 }
2448 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2450 } 2476 }
2451 2477
2452 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2479 if (!op->contr->golem && --op->last_sp < 0)
2454 { 2480 {
2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2456 if (op->stats.sp < op->stats.maxsp) 2482 if (op->stats.sp < op->stats.maxsp)
2457 { 2483 {
2458 op->stats.sp++; 2484 op->stats.sp++;
3493 * not readied. 3519 * not readied.
3494 */ 3520 */
3495void 3521void
3496player_unready_range_ob (player *pl, object *ob) 3522player_unready_range_ob (player *pl, object *ob)
3497{ 3523{
3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3524 if (pl->ob->current_weapon == ob)
3525 pl->ob->current_weapon = 0;
3526
3527 if (pl->combat_ob == ob)
3528 pl->combat_ob = 0;
3529
3499 if (pl->ranges[i] == ob) 3530 if (pl->ranged_ob == ob)
3500 {
3501 pl->ranges[i] = 0; 3531 pl->ranged_ob = 0;
3502 if (pl->shoottype == i)
3503 pl->shoottype = range_none;
3504 }
3505} 3532}
3506 3533
3507sint8 3534sint8
3508player::visibility_at (maptile *map, int x, int y) const 3535player::visibility_at (maptile *map, int x, int y) const
3509{ 3536{

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