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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.127 by root, Sat May 12 18:14:48 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 */
817} 827}
818 828
819void 829void
820object::swap_stats (int a, int b) 830object::swap_stats (int a, int b)
821{ 831{
822 int tmp = get_attr_value (&contr->orig_stats, a); 832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 833
834 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 835 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 836
834 //TODO: the following code looks so borked and should, at the very least, 837 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 838 // be merged with the similar code in roll_stats
836 stats.ac = 0; 839 stats.ac = 0;
837 840
1014 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1019 op->enemy = NULL;
1017} 1020}
1018 1021
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1024 * stop.
1023 */ 1025 */
1024int 1026int
1025check_pick (object *op) 1027check_pick (object *op)
1026{ 1028{
1464 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1467 * op = the shooter
1466 * type = bow->race 1468 * type = bow->race
1467 * dir = fire direction 1469 * dir = fire direction
1468 */ 1470 */
1469
1470object * 1471object *
1471pick_arrow_target (object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1472{ 1473{
1473 object *tmp = NULL; 1474 object *tmp = NULL;
1474 maptile *m; 1475 maptile *m;
1548 { 1549 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1551 return 0;
1551 } 1552 }
1552 1553
1553 if (op->type == PLAYER) 1554 if (player *pl = op->contr)
1554 bow = op->contr->ranges[range_bow]; 1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1555 else 1560 else
1556 { 1561 {
1557 for (bow = op->inv; bow; bow = bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1569 if (!bow)
1565 { 1570 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1572 return 0;
1568 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1569 } 1582 }
1570 1583
1571 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1572 { 1585 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 1637
1625 arrow->set_owner (op); 1638 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1639 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1640 arrow->direction = dir;
1628 1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1648
1629 if (op->type == PLAYER) 1649 if (op->type == PLAYER)
1630 { 1650 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats (); 1652 op->update_stats ();
1633 } 1653 }
1634 1654
1635 SET_ANIMATION (arrow, arrow->direction); 1655 SET_ANIMATION (arrow, arrow->direction);
1636 1656
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1645 1658
1646 /* update the speed */ 1659 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1649 1662
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1663 arrow->set_speed (max (arrow->speed, 2.0));
1651 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1652 1665
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1667
1655 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659 1672
1660 if (!arrow->slaying) 1673 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1662 } 1677 }
1663 else 1678 else
1664 { 1679 {
1665 arrow->level = op->level; 1680 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1681 arrow->stats.wc -= bow->magic;
1667 1682
1668 if (!arrow->slaying) 1683 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1685
1686 arrow->attacktype |= bow->attacktype;
1670 } 1687 }
1671 1688
1672 arrow->stats.wc -= arrow->level; 1689 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype;
1675 1690
1676 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1693
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1705{ 1720{
1706 int ret = 0, wcmod = 0; 1721 int ret = 0, wcmod = 0;
1707 1722
1708 if (op->contr->bowtype == bow_bestarrow) 1723 if (op->contr->bowtype == bow_bestarrow)
1709 { 1724 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1726 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1728 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1730 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1740 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1741 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1745 }
1732 else 1746 else
1733 { 1747 {
1734 /* Simple case */ 1748 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1750 }
1751
1737 return ret; 1752 return ret;
1738} 1753}
1739 1754
1740 1755
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1743 */ 1758 */
1744void 1759void
1745fire_misc_object (object *op, int dir) 1760fire_misc_object (object *op, int dir)
1746{ 1761{
1747 object *item; 1762 object *item = op->contr->ranged_ob;
1748 1763
1749 if (!op->contr->ranges[range_misc]) 1764 if (!item)
1750 { 1765 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1767 return;
1753 } 1768 }
1754 1769
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1770 if (!item->inv)
1757 { 1771 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1773 return;
1760 } 1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1761 if (item->type == WAND) 1779 if (item->type == WAND)
1762 { 1780 {
1763 if (item->stats.food <= 0) 1781 if (item->stats.food <= 0)
1764 { 1782 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1767 return; 1786 return;
1768 } 1787 }
1769 } 1788 }
1770 else if (item->type == ROD || item->type == HORN) 1789 else if (item->type == ROD || item->type == HORN)
1771 { 1790 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1792 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1775 if (item->type == ROD) 1795 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1797 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1779 return; 1800 return;
1780 } 1801 }
1781 } 1802 }
1782 1803
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1814 1835
1815 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1837 if (action_makes_visible (op))
1817 make_visible (op); 1838 make_visible (op);
1818 1839
1819 switch (op->contr->shoottype) 1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1820 { 1843 {
1821 case range_none: 1844 control_golem (op->contr->golem, dir);
1822 return; 1845 return;
1846 }
1823 1847
1824 case range_bow: 1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1825 player_fire_bow (op, dir); 1856 player_fire_bow (op, dir);
1826 return; 1857 break;
1827 1858
1828 case range_magic: /* Casting spells */ 1859 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1861 break;
1831 1862
1832 case range_misc: 1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1833 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1834 return; 1874 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1875 }
1858} 1876}
1859 1877
1860/* find_key 1878/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1879 * We try to find a key for the door as passed. If we find a key
1961 if (key) 1979 if (key)
1962 { 1980 {
1963 object *container = key->env; 1981 object *container = key->env;
1964 1982
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
1966 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
1967 make_visible (op); 1986 make_visible (op);
1987
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1989 spring_trap (door->inv, op);
1970 1990
1971 if (door->type == DOOR) 1991 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2002 */ 2022 */
2003void 2023void
2004move_player_attack (object *op, int dir) 2024move_player_attack (object *op, int dir)
2005{ 2025{
2006 object *tmp, *mon; 2026 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2027 int on_battleground;
2009 maptile *m; 2028 maptile *m;
2010 2029
2011 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2013 2032
2014 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2015 2034
2016 /* If braced, or can't move to the square, and it is not out of the 2035 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2036 * map, attack it. Note order of if statement is important - don't
2097 /* If we're braced, we don't want to switch places with it */ 2116 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2117 if (op->contr->braced)
2099 return; 2118 return;
2100 2119
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2123 make_visible (op);
2105 2124
2106 return; 2125 return;
2107 } 2126 }
2450 gen_grace = op->stats.maxgrace; 2469 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2471 }
2453 2472
2454 /* Regenerate Spell Points */ 2473 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2475 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2459 { 2478 {
2460 op->stats.sp++; 2479 op->stats.sp++;
3495 * not readied. 3514 * not readied.
3496 */ 3515 */
3497void 3516void
3498player_unready_range_ob (player *pl, object *ob) 3517player_unready_range_ob (player *pl, object *ob)
3499{ 3518{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3521
3522 if (pl->combat_ob == ob)
3523 pl->combat_ob = 0;
3524
3501 if (pl->ranges[i] == ob) 3525 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3526 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3527}
3508 3528
3509sint8 3529sint8
3510player::visibility_at (maptile *map, int x, int y) const 3530player::visibility_at (maptile *map, int x, int y) const
3511{ 3531{

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